How does the usage of multiple occlusion areas work?

I have a race game and I want to add culling to my race tracks. For simplicity say it's an oval race track. Adding just one square occlusion area gives a lot of view cells that the camera will never use (in the center). This wasts a bit disk space, but mainly makes my calculations last much longer.

  1. So, does the occlusion culling work as I expect and hope it does, namely the following: Am I allowed to add multiple occlusion areas, e.g. 10 seperate occlusion aresa that are target&view areas. They share the same cell size but target size can be changed per area.

  2. What happens when culling areas overlap? They both have the same cellsize&target resolution. Best case scenario would be that no view cell is calculated twice.

(so far my tests seem to confirm this all works)

  1. Using multiple occlusion areas work just fine. You can set dynamic target resolution per area, the view cell size is a global setting though.

  2. As you can see in the editors visualisation the view cells connect perfectly. There is no double calculation for overlapping occlusion areas.