VVIS++
VVIS++ is a community-made modification of Source's VVIS developed by ficool2. It significantly reduces VVIS compile times, while providing the same result as regular VVIS.
Differences
- Depending how big the map is, or how the map was optimized, and the CPU, VVIS++ will be 50% to 2700% faster compared to original VVIS.
- Scales up to 64 threads
- Added AppID mounting in gameinfo.txt
- Deprecated
func_viscluster, as VVIS++ is fast enough that visclusters aren't needed anymore and using visclusters will hinder VVIS++ optimizations. - Removed VMPI, possibly because VVIS++ is fast enough that VMPI isn't needed anymore.
Compile Comparison
- Map - d2_coast_01 (pre-Anniversary)
- Stock VVIS (64-bit, HL2:DM 20th)
- i5-3470S (2.9GHz base, 3.2GHz boost, no AVX2, 4 cores & 4 threads) - 2:23:39 (VVIS only), 2:25:12 (total incl. stock VBSP, VRAD)
- i5-12400F (2.5GHz base, 4.0GHz boost, AVX2, 6 cores & 12 threads) - 38:32 (VVIS only), 39:53 (total incl. stock VBSP, VRAD)
- VVIS++ (64-bit, HL2:DM 20th)
- i5-3470S (2.9GHz base, 3.2GHz boost, no AVX2, 4 cores & 4 threads) - 7:21 (VVIS++ only), 7:50 (total incl. VBSP++, VRAD++)
- i5-12400F (2.5GHz base, 4.0GHz boost, AVX2, 6 cores & 12 threads) - 1:30 (VVIS++ only), 1:38 (total incl. VBSP++, VRAD++)
-both works differently, as LDR lighting data will be redirected to HDR, saving the VRAD compile time and total compile time. Supported games
VVIS++ is supported for all games on
Source 2013 (Half-Life 2 incl. it's episodes and Portal, and the
Team Fortress 2 branch),
Left 4 Dead engine branch (and later),
Source Filmmaker and
Garry's Mod.
Installation instructions
As VVIS++ are now standalone, install the tools to any folder normally (example: Steam\steamapps\common\SourceSDK\tools++\vvis++.exe or a folder in your Desktop), whether outside or inside game/SDKs folder (create if it's doesn't exist). Putting the tools executable in bin or bin\x64 folder (old way) also works, although it is no longer recommended since it may cause unexpected issues and waste few MBs of disk space.
Once that's done, either open Hammer (or Hammer++) in your supported game, go to Build Programs tab > point VIS executable to where you installed vvis++.exe, or use the tool from the command-line.
Unsupported games or supported games may have additional notes below the section "Other games/mods tested & additional notes".
Other games/mods tested & additional notes
VVIS++ has been also tested with the following games, other VBSPs or engine branch:
| Game | BSP Version | Engine branch (game) | VVIS++ Version | Notes |
|---|---|---|---|---|
| All |
20 (Orange Box SP format) | Source 2013 Singleplayer | N/A (Standalone) | After installing VVIS++, either open Hammer (or Hammer++) in your Source 2013 SP game and edit the VIS executable pointer to where you installed vvis++.exe, or use the tool from the command-line.
|
| All |
20 (OB Multiplayer format) | Source 2013 Multiplayer | N/A (Standalone) | After installing VVIS++, either open Hammer (or Hammer++) in your Source 2013 MP game and edit the VIS executable pointer to where you installed vvis++.exe, or use the tool from the command-line.
|
| All |
20 (OB Multiplayer format) | Team Fortress 2 branch | N/A (Standalone) | After installing VVIS++, either open Hammer (or Hammer++) in your TF2 branch game and edit the VIS executable pointer to where you installed vvis++.exe, or use the tool from the command-line.
|
| All |
19 (2004 pre-DOD:S & Lost Coast) 20 (2004 v2 & 2006, Old Engine format) |
Source 2004 Source 2006 |
N/A (Standalone) Team Fortress 2 branch (before Apr 6 VVIS++ update) |
Not fully supported. Although VVIS++ can read Source 2004 and 2006's .bsp (meaning it is compatible with Source 2004/2006's VBSP), Source 2004 & 2006's VRAD will fail to compile maps compiled with VVIS++ (Error - LoadBSPFile: odd size for lump 56). Using VRAD++ after VVIS++ will allow the map to compile and load on Source 2006 (as long there are no static props on the map, which would cause the game to instantly crash on load), but will result in a map with corrupted prop lighting for dynamic or physics props. Additionally, while the map being loadable on a Source 2006 game even with broken dynamic props lighting, attempting to build cubemap will result in the game crash with "LoadBSPFile: odd size for lump 56" error.
|
| 20 (L4D branch format) | Left 4 Dead engine branch | N/A (Standalone) | After installing VVIS++, either open Hammer (or Hammer++) in Left 4 Dead or your Left 4 Dead branch game and edit the VIS executable pointer to pointer to where you installed vvis++.exe, or use the tool from the command-line.
| |
| 21 | Left 4 Dead engine branch | N/A (Standalone) Team Fortress 2 branch (before Apr 6 VVIS++ update) |
After installing VVIS++, either open Hammer (or Hammer++) in Left 4 Dead 2 or your Left 4 Dead branch game and edit the VIS executable pointer to pointer to where you installed vvis++.exe, or use the tool from the command-line.
| |
| Alien Swarm engine branch | N/A (Standalone) | After installing VVIS++, either open Hammer (or Hammer++) in Alien Swarm or your Alien Swarm branch game and edit the VIS executable pointer to pointer to where you installed vvis++.exe, or use the tool from the command-line.
| ||
| Portal 2 engine branch | N/A (Standalone) | After installing VVIS++, either open Hammer (or Hammer++) in Portal 2 or your Portal 2 branch game and edit the VIS executable pointer to pointer to where you installed vvis++.exe, or use the tool from the command-line.
| ||
| CS:GO engine branch | N/A (Standalone) | After installing VVIS++, either open Hammer (or Hammer++) in CS:GO or your CS:GO branch game and edit the VIS executable pointer to pointer to where you installed vvis++.exe, or use the tool from the command-line.
| ||
| 20 | Source 2013 Singleplayer with Mapbase | N/A (Standalone) | BSPs generated by Mapbase's VBSP are compatible with VVIS++. For installation, follow the same instructions as Source 2013 SP games. |
x64 folder you have created, you can put VVIS++ anywhere (in a different folder for example) and the tool will work. System Requirements
- VVIS++ supports any 64-bit processors (CPU), but it can take advantage of AVX2 (Intel Core series - since 2013 (Haswell), Celeron and Pentium - since 2020 (Tiger Lake) or AMD Excavator - since 2015) if the CPU supports it.
- CPU with AVX2 support would compile maps much faster than CPU without AVX2.
External links
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