I just about finished including my own "view frustrum culling" routien and reduced my poly count down by a 3rd.
If you had bothered to read the *entire* statement, instead of just running your mouth, you would have noticed that part where it says that "it only works on entities". If you want proof grab "anitest.rar" off my site, and add a TrisRendered call. You'll notice that although the ammount of cubes remain constant at all times the number of triangles can fluctuate quite a bit. Especially if you increase the spawn area beyond the view frustrum. Im working on BackFace Culling now,witch should reduce this number even further.
Nope. Because Blitz also does that for you. Oh, and before you post another screen trying to prove me wrong, note that TrisRendered only returns the number of tris sent to DirectX (that's right, before backface culling) and not the number of triangles *actually* rendered.