VVIS: Difference between revisions
Jump to navigation
Jump to search
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_details. Even large maps can have Vis times reduced to a minute or two depending on your optimizations.
m (Fixing links) |
No edit summary |
||
Line 3: | Line 3: | ||
{{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.}} | ||
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.

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>. |