Optimization question

hutty

aa
Mar 30, 2014
538
444
So, recently I was working on cp_uncovered again (the 1->2<-1 cp map). The first step was to solve the big optimization issues the map had. I thought I had the bsp tree and vis leaves thing all figured out, but I ran into a strange issue where a portion of the map is visible all on its own without any vis leaves connecting from the player to it. (or so it seems)

I made a mini map file to demonstrate the problem in the simplest way possible, and a short video pointing the issue out.

Is this a common problem, am i doing something wrong, or is there something broken with my copy of hammer (unlikely but I've had weirder happen with the quake3map2 compiler).

link to vmf link (google
drive)

link to video link (youtube)
sorry the video is only 360p ... im on slow internet and wanted it to upload this year
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Areaportals are handy for controlling which chunks of map are be visible at any one time. Stick 'em in the doorways. Just be careful you don't get areaportal leaks.

EDIT:
tzVCDjf.jpg


There we go. Better optimisation! (The green squares are where I've put the areaportals.)
 
Last edited:
Mar 23, 2013
1,013
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Areaportals are handy for controlling which chunks of map are be visible at any one time. Stick 'em in the doorways. Just be careful you don't get areaportal leaks.

EDIT:
tzVCDjf.jpg


There we go. Better optimisation! (The green squares are where I've put the areaportals.)
In his case I would use hint and skip since it is not calculated real-time so it's cheaper while hiding exactly the same as the portals do. (compare your screenshot with the vmf)
The way he set up the map with the hint-skip should actually work as intended and the other room shouldn't be rendered.
I suspect you compiled the map with fast-vis.
 
Last edited:
Mar 23, 2013
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Compiled the map without changing anything, made sure vis is on normal and the result is:

735EEF2F2B9D8E2D4C348E411A1C59E73B3B7055


As you can see, everything is hidden as in mudpie's screenshot without the use of area portals. So check your compile settings
 
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hutty

aa
Mar 30, 2014
538
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@mudpie I had tried putting area portals like you did before you edited your post, and it didn't change anything

@Lampenpam damn ... that means the issue is with my setup somehow

Also I noticed that there is a peculiar set of red (visleaf line indicator) squares surrounding the player whenever the glitched leaf is visible (does show up in the video)

...

im going to try a few things (fresh rendering of the map, try compiling on my old laptop, ect)

edit :: Oh for fucks sake .... I was compiling with fast vis the whole time. Setting it to normal vis solved the problem. Thanks for the speedy replies though.
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
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Fast vis. How could you.
 
Mar 23, 2013
1,013
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Also I noticed that there is a peculiar set of red (visleaf line indicator) squares surrounding the player whenever the glitched leaf is visible (does show up in the video)

Oh heh I didn'teven notice you enabled mat_leafvis until you mentioned it since the quality was too blurry ^^'
 

hutty

aa
Mar 30, 2014
538
444
@captain soupcan
Thats why I didn't bother checking.
I was certain I wasn't that basic.

I probably left it on from the 72 hour contest, where time matters and optimization is a "lol ... wut?"

.. this kind of thing is why my map is on version 118 but still in dev textures

*edit* although fastvis is still useful for knocking out leaks before a normal vis compile
 
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henke37

aa
Sep 23, 2011
2,075
515
You don't need vis at all when checking for leaks. Just vbsp alone is enough.