Does the XNA render pipeline have built in occlusion culling? I'm running the multitextured terrain tutorial from Riemer's, no water though, and it's running pretty slowly. One model, a sky box, and a map that's 600 by 600 "tiles", each 100 units square, and it's running at 14 FPS. I wrote an occlusion method to test the bounding box of each tile against the camera frustum and make a new index buffer based on the included verts, and it actually ran slower. I did notice that with none of my own routines though, the frame rate sped up when I was viewing less terrain, which makes me think it does in fact have built in occlusion.
So, does it support built in culling or do I need to write a better algorithm, and does anyone have any tips to speed it up a bit?