vrad compiling for 6+ hours?

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Aug 4, 2015.

  1. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Ok, I test compiled for the map contest several times - then when it came to the final it's over six hours and is only at 50 % - what's wrong? My maps usually go 1 hour max.

    Any ideas for the cause? Is there anything I should look for?
     
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Lightmaps, low hardware specs are a couple things that increase lighting compiles. Dynamic or named lights can also contribute.
     
  3. takabuschik

    aa takabuschik

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    Poor optimisation? My map used to take hours before I learned what optimisation is. Also check for empty spaces under the map
     
  4. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    map is completely sealed - map has no underbelly - have func_detailed a lot of the interior ie boxes/crates etc.. and room is a fairly basic box. Have never seen this before - really frustrating!

    I may make a 2nd version and strip out some of the lights to see if that makes a difference and the issue pisses me off. All through the contest no issues one fast and normal (no vis) compile took 15 mins max and vis and Bang 6 hours later it's still going no idea why it would do that but it did. Frozen's lights thing may be the cause and will check it out to see if the compile is still running when I get home from work - I started another at 8.30 this morning, it was still going at 12 noon (according to my wife)
     
  5. tyler

    aa tyler snail prince, master of a ruined tower

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    If you weren't doing VVIS before that could be related. VRAD is calculated in part using info from VVIS, so you could have some issues with visleaves that are contributing.
     
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  6. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Tyler is correct, VVIS is something that is very often overlooked when doing lighting optimization and vrad compile time optimization. Hell, I overlooked it (indirectly) up until like 2 years ago.
     
  7. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    cancelled my compile after 12 hours (only at 7) - went back to map ripped out a lot of lights - redoing it now bsp 15 secs, vis 1 min and vrad still at zero after 2 mins lol - looks like I have another long one in progress
     
  8. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Thanks Seba and Phi - the angles and changing the roof texture worked!

    Should be able to post shortly!
     
  9. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Compile Start Time: August-04-15, 11:56:10 PM

    -------------- Start Compile BSP ----------------
    VBSP Started, Please Wait!

    VBSP: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\mpl_doublehelix_b1"

    Valve Software - vbsp.exe (Jul 2 2015)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\John\Desktop\mpl_doublehelix_b1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1636 detail faces...done (0)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\John\Desktop\mpl_doublehelix_b1.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (687725 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 4381 texinfos to 2230
    Reduced 184 texdatas to 171 (8774 bytes to 8269)
    Writing C:\Users\John\Desktop\mpl_doublehelix_b1.bsp
    15 seconds elapsed
    -0.002438 -0.360969 0.000000
    0.389131 -0.360969 0.000000
    0.389131 -0.046998 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    -0.002438 -0.360969 0.000000
    0.389131 -0.360969 0.000000
    0.389131 -0.046998 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    Compile Complete for this module.
    VBSP Completed: August-04-15, 11:56:26 PM
    VBSP: Compile time: 15 seconds elapsed

    -------------- Start Compile VVIS ----------------
    VVIS Started, Please Wait!

    VVIS: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\mpl_doublehelix_b1"

    Valve Software - vvis.exe (Jul 2 2015)
    4 threads
    reading c:\users\john\desktop\mpl_doublehelix_b1.bsp
    reading c:\users\john\desktop\mpl_doublehelix_b1.prt
    334 portalclusters
    684 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 248 visible clusters (0.30%)
    Total clusters visible: 83806
    Average clusters visible: 250
    Building PAS...
    Average clusters audible: 333
    visdatasize:30634 compressed from 32064
    writing c:\users\john\desktop\mpl_doublehelix_b1.bsp
    2 seconds elapsed

    Compile Complete for this module.
    VVIS Completed: August-04-15, 11:56:29 PM
    VVIS: Compile time: 2 seconds elapsed

    -------------- Start Compile VRAD ----------------
    VRAD Started, Please Wait!

    VRAD: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -final -StaticPropPolys -StaticPropLighting -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\mpl_doublehelix_b1"

    Valve Software - vrad.exe SSE (Jul 2 2015)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [39 texlights parsed from 'lights.rad']

    Loading c:\users\john\desktop\mpl_doublehelix_b1.bsp
    Setting up ray-trace acceleration structure... Done (65.32 seconds)
    10009 faces
    11 degenerate faces
    3133201 square feet [451181056.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    9998 patches before subdivision
    284434 patches after subdivision
    sun extent from map=0.087156
    73 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2046)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (703)
    transfers 75881911, max 1868
    transfer lists: 578.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #1 added RGB(888996, 516137, 525197)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(172390, 90731, 94287)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #3 added RGB(43478, 21901, 22722)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #4 added RGB(12084, 5971, 6135)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(3690, 1793, 1820)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #6 added RGB(1198, 568, 569)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #7 added RGB(407, 187, 186)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(144, 64, 63)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #9 added RGB(53, 22, 22)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #10 added RGB(20, 8, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #11 added RGB(8, 3, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(3, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #13 added RGB(1, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #14 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.2068 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (22)
    FinalLightFace Done
    16 of 16 (100% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
    Writing leaf ambient...done
    Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (219)

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 103/1024 4944/49152 (10.1%)
    brushes 1783/8192 21396/98304 (21.8%)
    brushsides 16929/65536 135432/524288 (25.8%)
    planes 16006/65536 320120/1310720 (24.4%)
    vertexes 15087/65536 181044/786432 (23.0%)
    nodes 1687/65536 53984/2097152 ( 2.6%)
    texinfos 2230/12288 160560/884736 (18.1%)
    texdata 171/2048 5472/65536 ( 8.3%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 10009/65536 560504/3670016 (15.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6294/65536 352464/3670016 ( 9.6%)
    leaves 1791/65536 57312/2097152 ( 2.7%)
    leaffaces 11879/65536 23758/131072 (18.1%)
    leafbrushes 2978/65536 5956/131072 ( 4.5%)
    areas 11/256 88/2048 ( 4.3%)
    surfedges 72249/512000 288996/2048000 (14.1%)
    edges 42997/256000 171988/1024000 (16.8%)
    LDR worldlights 73/8192 6424/720896 ( 0.9%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 980/32768 9800/327680 ( 3.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 15372/65536 30744/131072 (23.5%)
    cubemapsamples 56/1024 896/16384 ( 5.5%)
    overlays 26/512 9152/180224 ( 5.1%)
    LDR lightdata [variable] 9597740/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 30634/16777216 ( 0.2%)
    entdata [variable] 164195/393216 (41.8%)
    LDR ambient table 1791/65536 7164/262144 ( 2.7%)
    HDR ambient table 1791/65536 7164/262144 ( 2.7%)
    LDR leaf ambient 10255/65536 287140/1835008 (15.6%)
    HDR leaf ambient 1791/65536 50148/1835008 ( 2.7%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/78250 ( 0.0%)
    pakfile [variable] 14394927/0 ( 0.0%)
    physics [variable] 687725/4194304 (16.4%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 1

    Total triangle count: 26971
    Writing c:\users\john\desktop\mpl_doublehelix_b1.bsp
    51 minutes, 37 seconds elapsed

    Compile Complete for this module.
    VRAD Completed: August-05-15, 12:48:08 AM
    VRAD: Compile time: 51 minutes, 37 seconds elapsed

    One Line Summary: 05/08/2015 12:48:08 AM, mpl_doublehelix_b1.vmf, Team Fortress 2, normal , normal, final, 00:00:16, 00:00:03, 00:51:38, 00:51:57
    History.csv was updated.

    Compile Summary - job mode: FINAL
    Map Name: mpl_doublehelix_b1.vmf
    VBSP - mode:normal , 15 seconds, 00:00:16 elapsed
    VVIS - mode:normal, 2 seconds, 00:00:03 elapsed
    VRAD - mode:final, 51 minutes, 37 seconds(LDR), n/a(HDR), 00:51:38 elapsed
    Total Compile time: 00:51:57