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It may or may not be an advantage for your usage case to perform GPU culling of tiles, this will depend upon a range of factors but as you don't go into any details of your terrain rendering I can't provide any guidance on whether it's appropriate, I would flag up that it might not be the best way to get things running most efficiently.

For tasks like vegetation and heavily instanced objects where there are millions of objects that may need to be rendered then culling on GPU becomes compelling.

For cases where GPU culling is compelling using a compute or mesh shader is possible right now without any modifications to vsg::ViewDependentState or vsg::View. The way to do it is use the project…

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@simwangrui
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Answer selected by robertosfield
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