Hi all,Im trying to lower my frametimes while in this case rendering a relatively large city in my engine, with roughly 3500 objects. So far I have a quadtree spatial division which helps quite a bit, but theres a lot of occurrences where big occluders (buildings) block sight of a lot of objects Im still processing.My idea/ goal is to find a way to first render the aabbs of my big occluders, within the cells that are potentially visible in the view (frustum), and then def