Vvis Not working [No Leaks]

Unicake

L2: Junior Member
Aug 25, 2017
80
13
So I can't get Vvis to render chunks of maps with visleafs how it's supposed to work even after a full compile.
There are no Leaks, I added Visclusters, Func_details and It's still rendering everything at once.

Somebody told me It's not doing that because i made every building in my map func_detail, so I made them normal brushes and It still renders everything


Other problems I have is Invisible water and Black props but the Vvis is the main problem here.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
The problem might be your visclusters. They tell VVIS to not calculate what the player might be able to see from any given angle/location, and basically says "The player will always be able to see everything in this area."

That's great for compile times but not for visibility, which is why people often advise against using it.

Have you read the Optimization Bible - http://optimization.interlopers.net/index.php?chapter=intro
 

henke37

aa
Sep 23, 2011
2,075
515
Not quite that simple. Visclusters cluster all of the touching visleaves together and compute the visibility for that. Larger cluster, more coarse visibility.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
You're running VVIS in normal mode and not fast mode, right? Fast mode doesn't actually test visibility or optimize the map.
 

Unicake

L2: Junior Member
Aug 25, 2017
80
13
I use VBCT for compiling, and I use Normal mode everytime, Today i tried a 'Final' mode and it was the same.
 

Unicake

L2: Junior Member
Aug 25, 2017
80
13
I use VBCT for compiling, and I use Normal mode everytime, Today i tried a 'Final' mode and it was the same.
Before anyone suggests compiling it in hammer,

Just now I compiled it in Hammer, not VBCT and that didn't do anything
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
world geometry should block stuff from rendering, also try areaportals and occluders potentially. Hints and skips should also work
 

Unicake

L2: Junior Member
Aug 25, 2017
80
13
world geometry should block stuff from rendering, also try areaportals and occluders potentially. Hints and skips should also work

Thanks, occluders really helped me optimize the map without compiling vvis
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Thanks, occluders really helped me optimize the map without compiling vvis
Just be careful not to overruse them. Sometimes they can cause framerate drops if they're used in areas that don't need them
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Yeah, using Occluders can be taxing and should only be used where hints and Areaportals would be impractical. An example would be putting one inside an isolated barrier/sheet of metal or something, or inside a steep displacement hill (even then you could use a nodraw brush + hints or areaportal)