IANAGD, most graphically intense games are using a hybrid approach where RT will inform lighting/shadows and reflections but still rely on traditional rasterization heavily. That gives you a good bit of room to fudge the raytracing since the rasterization gives you a baseline.
That said, it seems like the culling advice for RT is "expanded camera frustrum" culling, distance culling dependent on size, and choosing the right geometry LOD. Beyond that they want you to aggressively mark geometry as opaque and carefully arrange objects into groups (BLASes) according to a couple rules so the GPU can skip as much work as possible.
That said, it seems like the culling advice for RT is "expanded camera frustrum" culling, distance culling dependent on size, and choosing the right geometry LOD. Beyond that they want you to aggressively mark geometry as opaque and carefully arrange objects into groups (BLASes) according to a couple rules so the GPU can skip as much work as possible.
https://developer.nvidia.com/blog/best-practices-using-nvidi...