This is one of the reasons we developed GPU-driven rendering at Ubisoft (for Rainbow Six Siege and Assassin's Creed: Unity). We spoke about it in SIGGRAPH 2015. GPU->CPU roundtrip latency is awful. Have to make all visibility decisions on the GPU side.
#geometrynodes InfiniteFracture. Time to stop avoiding the last tool and just gotta make it ready. Then I can wrap things up and launch the product. (after making all instructions etc..) Still wip #b3d