First of all, and I need to be very clear about this: I know about the Hammer dev wiki and Interlopers. Any link you post to an optimization tutorial I’ve probably already seen and it won’t be helpful.
The thing is, I’m looking for very specific help. Every single optimization tutorial I’ve seen is about how to optimize ridiculously idyllic corridors like so: “Make a triangle shaped visleaf so that leaf 1 can’t see leaf 3!”
I need to optimize RP_Construct before I can release it in a sound state of mind, because I’ve heard that the FPS performance is terrible on a fast vvis compile, so I need to do a normal compile but that’s looking like it would take at least a day. Solution, visleaf optimization.
So I have a few questions.
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I assume the large open areas can be left without hint brushes. Correct?
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To seal off a building, do I place hint brushes over doors/windows and then optimize the building the best I can?
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If I have a long underground corridor, is it a good idea to break it in the middle?
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Can incorrectly used hint brushes have a negative effect on compile time/performance?
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RP_Downtown doesn’t have any hint brushes or vis leaf optimization, and yet in-map performance is fine. Is there a reason for this?
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Anything else about vis leaf optimization I should know for a large map like this?