Note: Sacrificing in-game performance to speed up the VVIS compile process is usually a bad trade-off; If you have to choose between suboptimal in-game performance or long compile times, the long compile times are worth it
VRAD can be sped up by applying lightmap optimization; that is, increasing the lightmap scale to decrease the number of lighting sample points
Note that high lightmap scales can look weird, and should generally only be used on faces where lighting is largely uniform, such as roofs facing the sky
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