Well bump mapping happens in the pixel shader so that wouldn't affect tricounts. The traditional to way fight "too many triangles" is with LODs, but LODs aren't the perfect solution since triangle-screen density changes with camera settings too.
I wouldn't expect massive, massive gains from the new culling, as suggested. The instancing demo gets gains only because it didn't have any CPU-side frustum culling to begin with. But real games have frustum culling nowadays.
I wouldn't expect massive, massive gains from the new culling, as suggested. The instancing demo gets gains only because it didn't have any CPU-side frustum culling to begin with. But real games have frustum culling nowadays.