>>299455445
>When you bake Occlusion that will make it so that you don't really render what's on the other side since it's not in the view of your camera FOV.
Unity automagically calcs that for me? Am used the old mapping days of Quake3/Source-engine where you manually had to portal your scene out so the engine knew which sections of the map to hide based on where you blocked your portals out.

>Load on Distance
Level of detail, unless newspeak screwed that up. Good for static meshes also, and thankfully automated on Unity's end if you abide by their naming scheme for meshes. I keep most things tidy on the poly-count so I don't have much use for it yet aside from some drapes in a couple rooms I have so far which I subdiv'd and cloth physics'd into place to get some nice curves/wrinkles.