occlusion isn't quite the big deal it was 5 years ago, talking to people, a lot of commercial devs are going for more simple occlusion methods that can often be set up manually by the level designer/builders. As it often works out being more efficient than an automatic system, and often easier for the team bulding the game to deal with.
Allthough, I don't know many PC devs, talking cross platform console stuff.
Worked on a streaming game that was quite fun though, using 3dsmax Xrefs to define the rooms of a 3D baldurs gate type game, that streamed off of the DVD. Made PS2 development a lot easier, as you didn't have to reboot and wait for the game to load each time. Instead you just copied a new replacement room to the network, and in game walked out of a room, walk back in and the new updated room was allready there :) made things on the PS2 almost as easy as Xbox to troubleshoot.
Allthough, I don't know many PC devs, talking cross platform console stuff.
Worked on a streaming game that was quite fun though, using 3dsmax Xrefs to define the rooms of a 3D baldurs gate type game, that streamed off of the DVD. Made PS2 development a lot easier, as you didn't have to reboot and wait for the game to load each time. Instead you just copied a new replacement room to the network, and in game walked out of a room, walk back in and the new updated room was allready there :) made things on the PS2 almost as easy as Xbox to troubleshoot.