It seems to me that the occlusion should be used only for small objects such as a mug, pillow, chair, small box.
For larger objects such as animated the door or part of the designer type buildings (something big) need to use another method. Example of sight. entering into a certain area of ​​the objects appear or disappear leaving this area and these facilities should be completely excluded from the occlusion, engine of occlusion will be greatly free , and will be excluded the mistakes from pivot point center.
I do not know if is possible to use such zones in the Game-Guru. I am not engaged in the development of their own games so far, I only do the media and check them in Game-Guru for sale, but I have for a long time already have ideas for a couple of original games that I want to do for a long time, but I will start to do them while in GG It will not be added to what I need, and it is a more advanced AI, because the current level of AI is very bad (it's awful). But I love the whole engine Game-Guru. And it would be great, if there was, would be the possibility of some sort of automatic optimization of the landscape, it is a very big problem of productivity. A huge omission is 300,000 triangles with multitexturing example with almost flat surface of the desert with a few dunes. It is necessary to optimize the landscape.
And if started talking about optimization and performance I have a question, where does the graphics performance ? Where resources are videocard ???
Here's a look a little video.
I made it specifically is to compare the performance of graphics Game-Guru written in C ++ and rendering DBPro using AdvancedLighting from Evolved. DBPro (DarkBasic Proffessional) if someone knows it, too, TGC product (Lee Bamber). This video is:
  Directional light.
  Exponential variance shadow mapping for soft linear filtered shadow maps.
  Shadow map LOD.
  Refraction rendering.
  Screen space ambient occlusion.
  Post Filters - light scattering, anti aliasing.
  Dynamic sky with day night cycles.
  Terrain with up to 8 texture layers via atlas map.
  Ocean with reflections & refractions.
  Volumetric clouds.
  Dynamic foam near the shore!
 Note that everything is animated palm trees, all dynamic!
At the same time I'm getting more than 25 fps if i do not record video during the launch of the demo, while recording video from 11 to 23 fps.
In Game-Guru using all of the above described effects I get from 2 to 7 fps excluding Bandicam.
There is clearly some kind of mistake in the Game-Guru graphics engine.
I do not compare with the Game-Guru game engines from other manufacturers (Unreal, Unity), I compare two products, both written TGC Lee. Yes, shaders in this video for AdvancedLighting system written by Evolved, but DBPro written by Lee.
Perhaps to Lee should think about bringing some third-party expert in advanced rendering ?
And yet there is one thing,
why can not I set a lower resolution in the Game-Guru to improve performance. It is evident then that in all game engines as possible. why not do it in Game-Guru ???
Do not get me wrong, I respect the work of Lee and the entire TGC team! I use all the products TGC for a long time , and it's great!
Perhaps I digress from the main topic of this thread, I'm sorry.
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