Help with Optimization

Mr_MEME_42

L1: Registered
Aug 24, 2024
20
0
So this is the first map that I have gotten to this point and I need some help with optimization as I am new to it. Based on the pictures where should I use things like hint brushes? (note I do have area portals for the main buildings it just isn't showing as I have it turned off in pictures of the editor to make them cleaner.)
 

Attachments

  • 2025-01-14 (1).png
    2025-01-14 (1).png
    637.7 KB · Views: 18
  • 2025-01-14.png
    2025-01-14.png
    561.7 KB · Views: 18
  • 2025-01-14 (2).png
    2025-01-14 (2).png
    604.9 KB · Views: 15
  • 2025-01-14 (3).png
    2025-01-14 (3).png
    592.7 KB · Views: 18
  • 2025-01-14 (4).png
    2025-01-14 (4).png
    652.7 KB · Views: 17
  • 2025-01-14 (5).png
    2025-01-14 (5).png
    573.7 KB · Views: 16
  • 2025-01-14 (6).png
    2025-01-14 (6).png
    497.7 KB · Views: 15
  • 2025-01-14 (7).png
    2025-01-14 (7).png
    591.4 KB · Views: 19
  • 2025-01-14 (8).png
    2025-01-14 (8).png
    518.4 KB · Views: 15
  • 2025-01-14 (9).png
    2025-01-14 (9).png
    740.8 KB · Views: 18

dabmasterars

Banned
Mar 20, 2023
293
50
Source Engine optimizes rendering with the use of visportals. If you can't see visportal A while standing inside visportal B, it won't render. Hint brushes cut visportals, so you can adjust them yourself. (don't make the entire brush tools_hint, create a tools_skip brush and then color specific faces hint)

For your map style, it is recommended to put hint faces that touch the building roofs (more specifically, the world brushes).

In cases where hint faces and areaportals do not work, you can use occluders. In some scenarios, prop fade can be somewhat beneficial.

For now, I can recommend Tiftid's guide on optimization.

Valve Developer Wiki articles that may be useful:
Visibility Optimization
Hint Brush
Areaportal
Occluder