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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: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.

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.


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