2) func_details is a large portion of optimisation. The other large portion is a decent skybox. If you have a large box around your map, this will be the cause. Next comes the more minor options, such as area portals and hints.
To help further, I'd need to see a VMF, not the BSP.
Oh and the visgroups may have some weird things in them, like temporarily disabled buildings at B and terriby organized hint groups.. and don't touch the bigmapsizehints group, that was just me testing something really weird.
The biggest issue I can see is that simple open areas are filled with thousands of visleafs.
When I remove your Hints, we get:
Clearly, this is MUCH better. Basically, you're over-Hinting, and this is damaging your map. Generally, i would only use a handful of Hints in particular circumstances, and let the engine make the majority of visleafs.
that seems odd... but please dont tell me you turned on the bigmapsizehints group? also, on the current build i disabled all visclusters to see how long it takes without them. normally the vvis takes about 10-20mins with the visclusters enabled. but yeah, when i get home i'll try to make the leafs simpler and post the results.
I didn't touch the custom visgroups (i use the auto one). This might have turned them on, but not sure.
VisClusters basically mean "every visleaf inside this box sees all other visleafs inside this box". It'll skip the computations for those visleafs, and hence is much faster. The big problem is the number of visleafs you have. If you didn't have so many, you wouldn't need to viscluster them together. A good place for viscluster is the water area. It's large and open, so therefore the visleafs in that area can see each other. A bad place is the visleafs above the buildings. This can end up with a (effectively) large visleaf across the span of the map, which may make other visleafs render despite being behind a building.
Generally, i use hints very specifically, and with testing for each hint i place using wireframe in game to make sure the hint does its job. something rendered behind a wall that shouldn't? add a hint and see if that improves it. you should end up with only a handful of hints in specific scenarios, rather than at every building corner, etc.
But a large (effective) visleaf that joins a lot of other ones may decrease performance. It may not, and you're right to do it.
sorry for the terrible drawing The visleafs are all connected and can see each other by the viscluster, yet the tall one gets rendered despite being half behind a building and not in line of sight. Normally, it would not be rendered (as it's below the dotted line, its not seen), but the viscluster may make it render.
Im not saying you have this problem, but just increasing your awareness so that you can use these tools more effectively
Sorry for being inactive.. :/ I removed every hint brush and remade it completely. This time it took like 4 minutes to render the VVIS part, but at the cost of stuff rendering behind walls.. The lighting part took about 10 minutes. Please take a look at it.. I really need help.
Oh and about the place names, yes, I was able to use BackYard, but if I try to make it anything that's not in the list (Long) it won't accept it. I have NO idea why valve is forcing us to use preset place names...
1) You can hint multiple sides of the same brush, meaning you can use the same brush for multiple cuts (where applicable). 2) you don't have to make your diagonals at 45 degrees. Going from building corner to corner may be better (you just need to step a little further/less to make it render/disappear) 3) The different height buildings make hinting the roofs tricky. Generally you build to the shorter one, but it may cause problems against the taller ones.
Oh and there were some "Invisible" shelves which needed to be func_detail.
Hey, I tried to redo the hints completely and now I have less visleafs (3-5min vvis render time!!!11), but I still get things rendering behind buildings. There's one thing I need to know though.. does VVIS "draw lines" ( calculate if it can see) from leaf to leaf or leaf to prop/world geometry?
Anyways, I added some nice looking houses at CT Side of bombsite b, also changed texture of a house at bombsite A... and various other stuff.
Now, the really annoying this is that I can't use a place name "Long" or anything that's not in the list! What is this.. why would you enforce place names without giving a complete list of them? Lol.