These are slides from the talk I gave at Siggraph 2011. It shows our SPU-based occlusion culling used in the game.
Killzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.