Vvis compile time in relation to portal clusters and numportals

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Riever

L2: Junior Member
Nov 25, 2011
86
4
Hi,

Could some folks please post the number of portal clusters, numportals and vvis portal flow compile time for their maps please.

<edit>
Also as suggested by Sergis, please could you mention your comp specs.
</edit>

I have 3060 portal clusters, 11653(!) numportals and vvis portal flow is taking half an hour to get to 4, but thereafter slows to a total crawl. It's so slow that I haven't had the patience to wait till the end.

I just need to see if it is worth spending time getting these clusters and numportals down for an alpha map prior to releasing for initial balance tests. I really don't want to spend days sorting out the portals if I then have to pull the map apart as it just doesn't play correctly. D:

Thanks in advance.
 
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Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
you might want people to post their computer specs also ;)

the largest map ive made, compiled on 2.4 ghz i3

2516 portalclusters
6930 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 7628 visible clusters (0.00%)
Total clusters visible: 463401
Average clusters visible: 184
Building PAS...
Average clusters audible: 759
visdatasize:725130 compressed from 1610240
writing c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_a34.bsp
5 minutes, 41 seconds elapsed

your unreleased alpha is bigger than 23452354th version of my hugemap. do you have any complex shapes that are worldbrushes?

there are a few ways to speed up vvis compile. also as a last resort you could just compile overnight.
 

Riever

L2: Junior Member
Nov 25, 2011
86
4
you might want people to post their computer specs also ;)

the largest map ive made, compiled on 2.4 ghz i3

2516 portalclusters
6930 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 7628 visible clusters (0.00%)
Total clusters visible: 463401
Average clusters visible: 184
Building PAS...
Average clusters audible: 759
visdatasize:725130 compressed from 1610240
writing c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_a34.bsp
5 minutes, 41 seconds elapsed

your unreleased alpha is bigger than 23452354th version of my hugemap. do you have any complex shapes that are worldbrushes?

there are a few ways to speed up vvis compile. also as a last resort you could just compile overnight.

Hi Sergis,

Many thanks of the info - I've amended the 1st post. Am using visclusters and am funct_detailing all I can
Just out of interest have you ever seen vvis actually optimise anyting? I get 0% as well.
 
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Riever

L2: Junior Member
Nov 25, 2011
86
4
Oh well.

I'm fairly new to using Hammer and having worked on basic small KOTH 'room' maps decided to try something to eventually publish. As far as I can tell my map is not complex, it consists of tunnels and an open town scape.

Since it is the 1st large map I have put together I have no idea if the number of vis portals etc I have are normal, or excessive. Equally I do not know if the slowness of vvis is simply due to the number of leaves, or if its something else that is causing it to choke. If it's the leaves then I can work on this, if it's something else then weell I'm going to be stuck.

This is why I posted the question. Vvis always states that it's optimized x visible clusters and then always states 0% but I don't know if this is a problem with my map or it just always does this.

There are no invalid structures and I don't have a leak.

Sooo, do other mappers get similar values, or not and if you do does a normal vvis (not just a fast one) crawl for hours or complete in say 5, 10 mins.?