*Sigh* Yes the optimization never ends. Actually if you look at +showbudget a lot of the lag's coming from swap buffers. I'm removing some of the less important steam effects and adding occluders for this build. The occluders should help to remove the extreme cviewrender::render times. I have nearly everything's fade distance set but I will add even more. Also I will be removing the occasional detail prop to help with that. I totally forgot to nodraw the offlimit area, thank you for reminding me Earl. Any chance you can elaborate on exactly which areas of the cap areas are too bright? For example, do you mean the large array of lights above the semicircle edge of the pool? And Koei, do you mean those doors don't block visibility? I'm not sure they should as they're gone for the rest of the match. Brush entities can't block visibility. Is there another wall you mean?
Thank you for your input on optimization, but at this point I'm really looking for more input on gameplay. Perhaps this is not as testable as it should be at the moment due to fps issues, but could you guys give me some feedback in terms of class balance, cap time, etc?