Yes, the interface to this function might need an update. But the basic functionality can already be used in apps right now. However, as hendu said, it's quite complicated to provide an automatism that really works. What you would usually do for occlusion culling is rendering the scene quick first, and afterwards full (feature-wise) but with less objects (i.e. without the occluded ones).
The quick rendering can be achieved by either rendering scenes with lots of sophisticated shader stuff with basic solid material instead or by rendering some simplified meshes. Both things cannot be easily automated, and doing this stuff always would cost more performance than it helps. So adding some extra handling of your ultra-complex meshes and gaining some valuable speedup should be worth working on some app-specific optimizations. If we can generalize some additional scene manager stuff from that would be great, but was simply not yet invented by anyone.