Hi,
I read a few topics about occlusion culling and as I understood this feature cannot be applied to city buildings. Am I right or exist any methods for creating occlusion areas separated by buildings?
Maybe exist any other performance optimization methods?
Thanks.
It depends on the scene and where the camera is positioned.
If it’s a racing game and cars are racing through city streets then using occlusion culling will work.
If it’s a helicopter flying over a city then no go.
A little more detail about the scene your setting up would help us to help you 
I’m writing driving game, where gamer should execute missions by driving along streets with AI cars.
So, camera positioned from my car (first person driving).
So, how I should create view areas for building? Should it for each building? Or should it for crossroads and along streets?
Thanks.
view areas are areas within which the camera moves and they must enclose all possible camera areas. should the cam ever leave the view areas, the view areas are disabled while its outside.
If your city isn’t organized in strict blocks, you should be able to create pretty well working corridors.
If you have blocks it might be a bit more complex to get much from it especially if the streets aren’t narrow or if the camera is in car perspective not GTA2 alike in a pseudo iso angle
the most important thing aside from “visually blocking street areas” is that the buildings are own objects, not 1 massive city model
Thank you for helping. I’ll tried to do it.