Recently, while working on my map I compiled and noted a frame rate drop while exiting my CT spawn to Mid-A side of the map. After turning on mat_wireframe 1 I noted the map appears to be drawing nearly in it's entirety regardless of my position on it. From Mid I could see nearly all of B was being drawn despite a wall blocking view of the visleafs there, a skybox separating the two zones and a hint brush cuttings the ceiling in such a way as there's no chance I'm seeing leaves above that side of the map.
I know this is something I should be able to solve with hint brushes but I'm not experienced with then enough and I can't figure out exactly where they should be placed. This is really hurting my map's performance. Are there any advanced resources or tutorials out there that might give me some insight on what's going on? Most of my walls are func-details because of the cuts for texturing, then they have with a solid block behind them for cutting the visleafs. Is this an incorrect way of going about this or have I screwed up something else entirely?
Some Pic's in the spoiler
QuoteDisplay MoreHere you can see right before the performance hit happens, all of the actual B Site is not being drawn.
[Blocked Image: http://i.imgur.com/DW5FL3Q.jpg]
Moving up mid a little bit causes all of it to suddenly render.
[Blocked Image: http://i.imgur.com/sMyS8F5.jpg]
Most of the rest of the map is also rendered.
[Blocked Image: http://i.imgur.com/2Qq4Ou8.jpg]
Here's the hint brush cutting through the B site. You can see it's well below the buildings opposite of mid. There's only a hint texture on the one plane, the others all have skips on them. The Brush was created by grabbing, cloning and retexturing the skybox celing group.
[Blocked Image: http://i.imgur.com/NWfmUGYh.jpg]
All assistance offered is greatly appreciated. This is driving me nuts.
Edit. Compile code. The viscluster bit.
1157 portalclusters
3409 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 36157 visible clusters (0.00%)
Total clusters visible: 1121668
Average clusters visible: 969
Building PAS...
Average clusters audible: 1155
visdatasize:341573 compressed from 351728
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Running command: cd "D:SteamsteamappscommonCounter-Strike Global Offensiveb
in"
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Running command: "D:SteamsteamappscommonCounter-Strike Global Offensivebin
vbsp.exe" -game "D:SteamsteamappscommonCounter-Strike Global Offensivecsgo"
"D:SteamsteamappscommonCounter-Strike Global Offensivesdk_contentmapsNew
folderde_sake_066a.vmf"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (May 20 2013)
4 threads
materialPath: D:SteamsteamappscommonCounter-Strike Global Offensivecsgomat
erials
Loading D:SteamsteamappscommonCounter-Strike Global Offensivesdk_contentma
psNew folderde_sake_066a.vmf
Map revision 787
ConVarRef gpu_level doesn't point to an existing ConVar
Patching WVT material: maps/de_sake_066a/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/de_sake_066a/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 620 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing D:SteamsteamappscommonCounter-Strike Global Offensivesdk_contentma
psNew folderde_sake_066a.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (494583 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2635 texinfos to 1664
Reduced 199 texdatas to 189 (4758 bytes to 4469)
Writing D:SteamsteamappscommonCounter-Strike Global Offensivesdk_contentma
psNew folderde_sake_066a.bsp
3 seconds elapsed
Reference Count for Material ___error (1) != 0
-------------------------------------------------------------------------------
Running command: cd "D:SteamsteamappscommonCounter-Strike Global Offensiveb
in"
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Running command: "D:SteamsteamappscommonCounter-Strike Global Offensivebin
vvis.exe" -game "D:SteamsteamappscommonCounter-Strike Global Offensivecsgo"
-fast "D:SteamsteamappscommonCounter-Strike Global Offensivesdk_contentma
psNew folderde_sake_066a"
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Valve Software - vvis.exe (May 20 2013)
fastvis = true
4 threads
reading d:steamsteamappscommoncounter-strike global offensivesdk_contentma
psnew folderde_sake_066a.bsp
reading d:steamsteamappscommoncounter-strike global offensivesdk_contentma
psnew folderde_sake_066a.prt
1157 portalclusters
3409 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 36157 visible clusters (0.00%)
Total clusters visible: 1121668
Average clusters visible: 969
Building PAS...
Average clusters audible: 1155
visdatasize:341573 compressed from 351728
writing d:steamsteamappscommoncounter-strike global offensivesdk_contentma
psnew folderde_sake_066a.bsp
0 seconds elapsed
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Running command: cd "D:SteamsteamappscommonCounter-Strike Global Offensiveb
in"
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Running command: "D:SteamsteamappscommonCounter-Strike Global Offensivebin
vrad.exe" -game "D:SteamsteamappscommonCounter-Strike Global Offensivecsgo
" -noextra "D:SteamsteamappscommonCounter-Strike Global Offensivesdk_conten
tmapsNew folderde_sake_066a"
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Valve Software - vrad.exe SSE (May 20 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading d:steamsteamappscommoncounter-strike global offensivesdk_contentma
psnew folderde_sake_066a.bsp
Setting up ray-trace acceleration structure... Done (1.38 seconds)
4444 faces
6 degenerate faces
532177 square feet [76633608.00 square inches]
17 Displacements
8009 Square Feet [1153321.38 Square Inches]
4438 patches before subdivision
55274 patches after subdivision
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.
000000
light has _fifty_percent_distance of 92.000000 but _zero_percent_distance of 74.
000000
47 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (18)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 4277898, max 763
transfer lists: 32.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(139013, 125661, 107132)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(23027, 19288, 14146)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4408, 3518, 2221)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(976, 745, 406)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(236, 171, 81)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(61, 42, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(17, 11, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0175 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 1376/8192 16512/98304 (16.8%)
brushsides 9687/65536 77496/524288 (14.8%)
planes 5394/65536 107880/1310720 ( 8.2%)
vertexes 9084/65536 109008/786432 (13.9%)
nodes 2203/65536 70496/2097152 ( 3.4%)
texinfos 1664/12288 119808/884736 (13.5%)
texdata 189/2048 6048/65536 ( 9.2%)
dispinfos 17/0 2992/0 ( 0.0%)
disp_verts 1513/0 30260/0 ( 0.0%)
disp_tris 2464/0 4928/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 23839/0 23839/0 ( 0.0%)
faces 4444/65536 248864/3670016 ( 6.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3263/65536 182728/3670016 ( 5.0%)
facebrushes 696/0 1392/0 ( 0.0%)
facebrushlists 4444/0 17776/0 ( 0.0%)
leaves 2219/65536 71008/2097152 ( 3.4%)
leaffaces 6724/65536 13448/131072 (10.3%)
leafbrushes 4308/65536 8616/131072 ( 6.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 36316/512000 145264/2048000 ( 7.1%)
edges 23907/256000 95628/1024000 ( 9.3%)
LDR worldlights 47/8192 4700/819200 ( 0.6%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 757/32768 7570/327680 ( 2.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15018/65536 30036/131072 (22.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 138/512 48576/180224 (27.0%)
LDR lightdata [variable] 2570651/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 341573/16777216 ( 2.0%)
entdata [variable] 34029/393216 ( 8.7%)
LDR ambient table 2219/65536 8876/262144 ( 3.4%)
HDR ambient table 2219/65536 8876/262144 ( 3.4%)
LDR leaf ambient 11610/65536 325080/1835008 (17.7%)
HDR leaf ambient 2219/65536 62132/1835008 ( 3.4%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/29680 ( 0.0%)
pakfile [variable] 150446/0 ( 0.0%)
physics [variable] 494583/4194304 (11.8%)
physics terrain [variable] 2677/1048576 ( 0.3%)
Level flags = 4
Total triangle count: 14312
Writing d:steamsteamappscommoncounter-strike global offensivesdk_contentma
psnew folderde_sake_066a.bsp
37 seconds elapsed
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Running command: copy "D:SteamsteamappscommonCounter-Strike Global Offensive
sdk_contentmapsNew folderde_sake_066a.bsp" "D:SteamsteamappscommonCounte
r-Strike Global Offensivecsgomapsde_sake_066a.bsp"
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Finished. Press a key to close.
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