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{{note|If this process is taking too long, be sure to read up on [[Controlling Geometry Visibility and Compile Times]] on how to reduce [[visleafs]] using [[func_detail]]s. Even large maps can have Vis times reduced to a minute or two depending on your optimizations.}}
{{note|If this process is taking too long, be sure to read up on [[Controlling Geometry Visibility and Compile Times]] on how to reduce [[visleafs]] using [[func_detail]]s. Even large maps can have Vis times reduced to a minute or two depending on your optimizations.}}


The VVIS phase may be run in "fast" mode or omitted entirely to reduce the compiling time of a level, if you wish to take a quick look at how your level looks. It is strongly recommended that it is run in "normal" mode for any final map release. Note that if VVIS is not run, [[water]] will not appear in the map correctly.
VVIS may be run in "fast" mode or omitted entirely to reduce the compiling time of a level. This is useful if you wish to take a quick look at how your level is. Note that no leaf-based optimizations will be in place when run on "fast" or not at all. This means the entire level will be rendered on both of these modes. To insure a properly optimized level, always run VVIS on "Normal" mode for releases or distributed builds.


==Options==
==Options==

Revision as of 19:41, 25 December 2009

An optional command-line tool that compiles leaf visibility and portals on your map. It determines the what must be rendered in a certain area (the PVS), allowing the game to ignore parts of the map, speeding up rendering.

Note.pngNote:If this process is taking too long, be sure to read up on Controlling Geometry Visibility and Compile Times on how to reduce visleafs using func_details. Even large maps can have Vis times reduced to a minute or two depending on your optimizations.

VVIS may be run in "fast" mode or omitted entirely to reduce the compiling time of a level. This is useful if you wish to take a quick look at how your level is. Note that no leaf-based optimizations will be in place when run on "fast" or not at all. This means the entire level will be rendered on both of these modes. To insure a properly optimized level, always run VVIS on "Normal" mode for releases or distributed builds.

Options

Use these in combination with expert compile mode or a batch file:

Common options

Command Description
-v (or -verbose) Turn on verbose output (also shows more command)
-fast Only do first quick pass on vis calculations.
-mpi Use VMPI to distribute computations.
-low Run as an idle-priority process.
-vproject (or -game) <directory> Override the VPROJECT environment variable.

Other options

Command Description
-novconfig Don't bring up graphical UI on vproject errors.
-radius_override Force a vis radius, regardless of whether an env_fog_controller specifies one.
-mpi_pw <pw> Use a password to choose a specific set of VMPI workers.
-threads Control the number of threads vbsp uses (defaults to the # of processors (times 2 for hyperthreading CPU's) on your machine).
-nosort Don't sort portals (sorting is an optimization).
-tmpin Make portals come from \tmp\<mapname>.
-tmpout Make portals come from \tmp\<mapname>.

See Also