Post by captain0terror on Oct 4, 2012 19:34:41 GMT
thanks for clearing that up mate, it's nice to have a definitive answer for once on the subject =)
I'm hoping it's this year, that i really get my hands dirty, and learn/understand the vvis process, and to use all the in-game diagnostic tools to tweak the optimization for my maps... it's just so daunting to me and i am a slow learner ='(
I mean, i'm not a complete idiot, i know standard optmisation, i.e., proper skyboxing, visblocking, hints(very simple ones at least), nodrawing, prop fade distance, areaportals, etc etc, BUT i still don't really understand how visleafs are cut and what that really means.
1) skybox 2) func details (3) hints 4) area portals)
1 and 2 are MOST important.
Take a box group. now break it down into as few convex volumes as possible... oh wait, it's already one.
now put a sphere in the middle. Now break down what's remaining into as few volumes as possible. there's thousands! (depending on the number of sides of the sphere). make the sphere a func detail, theres back to one visleaf!
world geometry (including water, not including clip, displacements) break up visleafs. entities do not.