why don't you implement raycasting into the environment? so it only renders visible and needed parts. I think this will greatly improve the load times and reduce lag significantly.
Any downloads available for this yet?
Alvajoy123 this is not raycasting. As such, adding a occlusion based on raycasting is harder and much more complex to do, even if it could indeed in theoy help rendering times.

ACagliano : there are various demo's available. If you need the source, it is on github (however, it is not yet C/C++ compatible, but I have recently converted the whole library to be compiled by fasmg instead of spasm and started to clean up the source code. It is on fasmg branch).
  
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