Today I improved the speed of the occluder, added the new occluder sub boxes to The Escape demo entities, and no and behold the saving in drawing less entities to the GPU was EXACTLY the cost of calculating the occlusion. At least it is no more expensive any more! It also means some levels with enclosed levels will see a performance boost, but you will notice a subtle drop if you have a completely open level with nothing to hide behind (naturally).
Moved onto defeating the two performance spikes when in high combat. I fixed one which was caused by the enemy calculating too many paths, now they spread that work out. And the second I continue to work on this evening, caused by too many raycasts. Not sure how to solve this, but deciding to spend my brain energy on this rather than a pretty blog.
Better blog Friday, and some nice shots :) Going to eat now, then back to the code!!