
I understand if player standing in red area, they will not be able to see the areas in blue, but that the engine still draws them.
Is there a good gain of FPS with using vis_leafgroups?
|RR| Desert Eagle
www.ravensraiders.net
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Vice versaDesert Eagle wrote:I understand if player standing in red area, they will not be able to see the areas in blue, but that the engine still draws them.
Yes, FPS gain can be spectacular, but so can be your vis compile time. Also, you risk the introduction of visibility glitches. You need to be very careful with vis_leafgroups, as they allow very direct control on how the game renders your map.Desert Eagle wrote:Is there a good gain of FPS with using vis_leafgroups?
This is not the right way to do it. I assume you're planning to make all brushes detail? In that case just compile with a -fast vis instead, it will save you a lot of work - especially if you want to reconsider later. Vis_leafgroups will still work with a -fast vis.Desert Eagle wrote:Since the compiler ingores detail brushes, I am assuming a good use of vis_leafgroups should not increase complie time to much if they are surrounding areas of detail brushes.
When the player are in the red area he will not be able to see the areas in blue!! and that's because the engine will not draw them (notice the difference from you sentence above) Remember only brushes and models that are completly surrounded by the vis_leaf brush will not be drawn.Desert Eagle wrote:First off I would like to thank The Storm for the picture below I am going to use.
I understand if player standing in red area, they will not be able to see the areas in blue, but that the engine still draws them.
Is there a good gain of FPS with using vis_leafgroups?
|RR| Desert Eagle
www.ravensraiders.net

