GUI always covering screen - how to make use of it?

In my mobile game, I have scaleforms GUI covering 1/3 of the screen completely all the time. Now I think, why should I render everything behind this area at all?

Like this:

Can I somehow make this area to work along with occlusion culling?

Or maybe, faster way is to use 1 Camera to render GUI, and 2nd Camera render-to-texture and then show on that smaller portion of the screen? This way, I’ll have more vision, but would it hurt performance?

Basically, my question is - how could I use this all-the-time covered area affectively to aid either performance or visuals? Any recommendations?

You don’t need any rendertextures, just two cameras. Set the viewport rect of the second camera so it covers part of the screen.