Vvis Not working [No Leaks]

Discussion in 'Mapping Questions & Discussion' started by Unicake, Aug 21, 2018.

  1. Unicake

    Unicake L2: Junior Member

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    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.
     
  2. Werewolf

    Werewolf Probably not a real Werewolf

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    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
     
    • Agree Agree x 1
  3. henke37

    aa henke37

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    Not quite that simple. Visclusters cluster all of the touching visleaves together and compute the visibility for that. Larger cluster, more coarse visibility.
     
  4. Unicake

    Unicake L2: Junior Member

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    Removed visclusters, and It's still rendering everything at once.
     
  5. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    You're running VVIS in normal mode and not fast mode, right? Fast mode doesn't actually test visibility or optimize the map.
     
  6. Unicake

    Unicake L2: Junior Member

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    I use VBCT for compiling, and I use Normal mode everytime, Today i tried a 'Final' mode and it was the same.
     
  7. Unicake

    Unicake L2: Junior Member

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    Before anyone suggests compiling it in hammer,

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

    Werewolf Probably not a real Werewolf

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    I think at this point we need to see your map and .vmf directly.
     
  9. Unicake

    Unicake L2: Junior Member

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  10. DrSquishy

    aa DrSquishy ???

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    world geometry should block stuff from rendering, also try areaportals and occluders potentially. Hints and skips should also work
     
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  11. Unicake

    Unicake L2: Junior Member

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

    aa DrSquishy ???

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    Just be careful not to overruse them. Sometimes they can cause framerate drops if they're used in areas that don't need them
     
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  13. FloofCollie

    aa FloofCollie I really suck!

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    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)