#Is this normal?
1 messages · Page 1 of 1 (latest)
🕵️ I have just the thing for you, its called VVIS++ https://ficool2.github.io/HammerPlusPlus-Website/tools.html
how do I kiss you virtually
thank you bro
Okay yeah holy shit this didn’t work
Tried it again overnight and I’m only at 4
I’m convinced people don’t run their maps fully, and use the fast option
Kinda ridiculous
your numportal count is ridiculously high tbf, that'll slow any compiler down
use more func_details, and simplify geometry that you can't
func_viscluster can also help for the huge open areas
I'm no mapper, I'm using someones map, and copy and pasted bases to make it bigger. I by no means have any idea what you're really talking about. If you want to put it in simpler terms, that would be lit, if not dont bother man I ain't TOO Worried about it
I'm not an expert mapper, but thankfully func_detail is easy to grasp and understand
Let's say you make a staircase. You make it out of several brushes, most of which are small and won't block visibility.
vvis will see each part of that staircase as a solid object, something to take into account when compiling visibility information - wasting a lot of time to save very little performance.
When you tie an entity to func_detail (the default entity you tie things to), it stays as part of the world but without effecting vvis
So to vvis, your staircase basically doesn't exist - so all it sees is a room, creates a few visleafs for that room, and moves on
https://developer.valvesoftware.com/wiki/Func_detail explains it better then I can
but in short: if it doesn't seal the world or need to be there to hide stuff behind it, you could func_detail it. check the link I sent for an example picture of just how much valve uses it in hl2's trainsation plaza
when you press map -> load portal file you can see these blue lines/boxes that indicate where you should use func_detail because vvis cuts the map for visibility information, like how Global said. Less lines/boxes the better.
however dont overuse it. Some of these boxes are good and even necessary.
ah and for that to work you have to compile it at least one time, just do it in fast one time
Soooo quick question
Is it proooobably because my map has a huge sky/skybox?
I made it very tall for a weapon we have called balloon
If its just tall its no real problem. If you use a 3d Skybox with a sky_camera there should only be Props and func_details because the visibility clusters can dramaticly decrease performance when inside a 3d Skybox. I mean that extra part in maps that is only for the skybox
Here is an example from my map woth the portalfile loaded in both pictures
It uses a 2D
so this probably doesn’t apply to me
Also is the better your hardware the faster it will go?
Or does this cap out somewhere because of source engine
My shi decent but it ain’t like a 4k pc
17 hours straight
and at hour like 8, it got stuck at 4..
Self die is the only answer at this point right?
Optimizing the map and lowering numportals to see if that works out better
Hammer compiling is all CPU, my CPU usually gets to 100% utilization and heats up a lot. I have a Ryzen 5 7600x3d and for compiling i think it is fine.
its weird that vvis++ doenst help, you should really try to get the numportals down. Could take a quick look if you want to send me the vmf
I had a map, with like 18 different bases. Every single func_detail was its own. I combined all base func_details, and all other relevant ones, and I’ve already halfed my numportals and I’m not even done yet
That was for sure the issue
great then just continue
got it down to 400 numportals
original creator did not know hoow to optimize
400? That is really good
400 portals is a ridiculous improvement, holy shit
that zero second compile time must feel satisfying as hell now lol
LITERALLY 😭
doubled FPS n shi too
how can i use VVIS++ and compile maps with that?
there is a short guide in the description but here it is anyway:
Choose the correct version for your game from the zip file:
SDK2013: Place into your game's bin/x64/ folder (where normal vvis.exe is).
Garry's Mod: You must be on the "x86-64" beta branch. Place into GMod's bin/win64/ folder
Then update Hammer's game configuration to use vvisplusplus.exe as the VIS compiler