Sorry i was tired when i wrote that. see if i can make more sence of it myself today
I removed the tops off these rooms for an example
Our player is the model is in the blue circle
the blue block circled in white does not go all the way to the ceiling
the round block in red is a map entity
the white block in the far room is set with detail flag
any model, map entity, hightmap, sprite don't calculate into blocking view as far as rendering goes. even if you cannot see behind it, the Engine can so renders it
blocks set to detail, overlay,flare and transparent also fall into this catagory
so out example above the round block in red circle doesn't block engine rendering of anything behind it, the room walls DO block the rendering view of anything in the next room minus the tunnel we have carved out
the white block doesn't block the engine from rendering anything behind it.
now, the booger. our blue block in yellow circle...
this creates some real time rendering issues because it doesn't totaly block the area behind it from view even though it WOULD block the model badguy from view behind it. ( this is also a cuase of why some portal counts go a bit haywire in builds). the engine can see over this block to the area past it ( the corner of the room) so now it has to calculate what is all back that way untill it reaches a defiant stop in visiability range. this will include entities behind the block even though you can't see it it in a sence forces rendereing.
If we take the white block in the backroom, turn off its detail flag and be sure it runs all the way to the ceiling it will do as we want. block the rendering of an entity behind it.
now you may say" well in an outdoor area then putting up visability blockers" won't do much good because i can't realy run my walls all the way into the sky." in a word " yep" but also no. the trick is making the POV blocked, the less distance you ( and the engine) can see beyond a given point the less the engine renders. so less it has to render at a given time the less frame rate loss you get. period.
on an outdoor level area you break up what is visible, by distance and by not placing all your eggs in one basket, or in this case placing all your entities within any one POV posability. shape your levels so the player cannot see or move straight for any length of significant time and so the PoV from oen area to teh next in your level isn't a straight line.
If you want a big flat out open area then you need distance, its where cliprange and fog and LOD come into play bigtime. even reducing the POV angles help on this.
the key is not what you can see but what can the engine see during runtime. remove the objects out that the engine sees through, deterime your POV, factor in the clip range. typical 3D engine on a desktop machine will be stressed past 15k-20k polys in a POV ( aprox 20-30 entities depending on poly counts each) rendered at a given time