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blue60007
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Post by blue60007 »

Right Bjrane, but if you use Man VIS correctly and put into worldspawn:

vis_derived 1

You'll see an increase in VIS data, and at least for me, a reduction in compile time. I did this in my BCDA level, Going Down, correctly, noticed improved VIS/FPS in those areas and half the compile time.
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Bjarne BZR
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Post by Bjarne BZR »

Radiant wrote:"vis_derived" : whether or not the vis compiler derives additional vis info from the manual vis. default is 0. 0 means vis compile will be slower since manual vis data is added after auto vis data. 1 means vis is faster and lower runtime poly count, but erroneous no draw could result from incorrect manual vis data.
That scares ne a bit, there is enough glitches in maps to introduce errors willingly... Maby it will work correctly in some cases, but as I said: often a good use of correct detail/structural brushes will limit the use of man vis at all. But that is a general statement... naturally all maps are different, some map designs DEMAND heavy manual vis.

But I think that manual vis should be used only as a last resort... I'ts like adding a V8 engine to a VW Beetle... sure: its a booster, but if you put it in a Corvette: you get a better car.
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small_sumo
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Post by small_sumo »

Have you checked for any gremlins with the rouge brushes pluggin, a bad brush can slow down compile. Also anything and I mean anything that isnt there for a purpose of blocking vis should be made detail. Even my most busy maps can be compiled overnight.
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blue60007
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Post by blue60007 »

Bjarne BZR wrote:
Radiant wrote:"vis_derived" : whether or not the vis compiler derives additional vis info from the manual vis. default is 0. 0 means vis compile will be slower since manual vis data is added after auto vis data. 1 means vis is faster and lower runtime poly count, but erroneous no draw could result from incorrect manual vis data.
That scares ne a bit, there is enough glitches in maps to introduce errors willingly... Maby it will work correctly in some cases, but as I said: often a good use of correct detail/structural brushes will limit the use of man vis at all. But that is a general statement... naturally all maps are different, some map designs DEMAND heavy manual vis.

But I think that manual vis should be used only as a last resort... I'ts like adding a V8 engine to a VW Beetle... sure: its a booster, but if you put it in a Corvette: you get a better car.
Hehe nice analogy!

I had to use man Vis because certain parts of the map were being drawn and could not be seen, and they were a lot of polys and it really affected FPS, in a good way.

Your analogy reminds me of people who soup of their little ol Civic and make it sound all big and bad and makes it go fast but all that time, effort, and money could go into buying a Corvette, or my personal favorite a Nissan Skyline GT-R VSpec II (R34)! It gets almost 300 hp stock but could be souped up and it won't look like giving a short person stilts. If you've got almost 80,000 smackers to dish out, just because it's an import unless you live in Japan and I think there it is an equivalent of 55,000 US.
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