I disagree with a lot of what has been said here. I think that many games can benefit from a generic occlusion system. I agree that some games might require extra systems for complex outdoor scenes, but they may still benefit from a generic solution.
I also don't agree that you can only have good occlusion with 'correct' geometry. There is no reason why geometry can't be organic, complex and detailed, and yet still be occluded. Take a look at the way Quill handles occlusion, it works fine and can handle complex scenes. The only problem with it is that it is tied to Quill itself, which isn't the best map maker.
I also don't agree that you can only have good occlusion with 'correct' geometry. There is no reason why geometry can't be organic, complex and detailed, and yet still be occluded. Take a look at the way Quill handles occlusion, it works fine and can handle complex scenes. The only problem with it is that it is tied to Quill itself, which isn't the best map maker.