"The cause for unnecessary geometry is both the lack of simplified LOD variants for many of the game’s meshes, as well as the simplistic and seemingly untuned culling implementation. And the reason why the game has its own culling implementation instead of using Unity’s built in solution (which should at least in theory be much more advanced) is because Colossal Order had to implement quite a lot of the graphics side themselves because Unity’s integration between DOTS and HDRP is still very much a work in progress and arguably unsuitable for most actual games"
Alternatively, a tough conversation needs to be had with the team about complying with unity's way.
Battlebit runs on the same engine, but I think they made exactly the right trade offs to achieve their experience.
I don't care if the game world looks realistic. I just want it to be fun. Simulations are a nuanced point of this, but even so if CS2 looked no better than the original, I probably wouldn't have noticed.
I guess the answer is an unfortunate "we did not" as of now. Real shame because the ideas of a proper DOTS renderer (not a literal renderer, moreso an ECS oriented way to deliver data to the GPU. Likely HDRP/URP) was one rumbling for years. And probably still is. And with all the industry layoffs/leavings I hope they don't drain too much of the brain to get that off the ground.
this is called occlusion culling and usually it brings a lot of problems on its own (it's CPU intensive and you need to apply it smartly only where it helps)
and even if this occlusion culling would be cheap, the way how it is usually done requires precomputing a lot of data - so occluders are static geometry
since character head is skinned mesh - so dynamically changes every frame based on joints positions - that will be another level of complexity
game engines are not really helpful here