I have never tried it and I guess there won't be troubles, although you might try it with a simple testloop, but infact I was thinking about exactly the same thing.
Because the camera Range is a very powerfull hardware occlusion! While TrisRendered() still claims to render the whole Scene (eg. a Single Mesh Map), practicly the Renderer skips as soon as it reaches the Max Range, resulting in real good Speed.
What Range Calcualtion system do you plan? I was thinking about manually placeing "Range-Boxes", but like all manually placed VIS Zones this is a lot of work...
Because the camera Range is a very powerfull hardware occlusion! While TrisRendered() still claims to render the whole Scene (eg. a Single Mesh Map), practicly the Renderer skips as soon as it reaches the Max Range, resulting in real good Speed.
What Range Calcualtion system do you plan? I was thinking about manually placeing "Range-Boxes", but like all manually placed VIS Zones this is a lot of work...