Octrees are OK for some things, but are more of old tech these days. I used to have a physics engine that used octrees for partition and varlet integration for simulation.
Even planet level processing is done by warping space into quad trees more often than not now. Especially due to processing what used to be offline at runtime like AI nav meshes. I was speaking about simulation in my first post. It’s all about getting floating point to work by origin shifting, and keeping the processing for active zones fast.