@FFG how long did portalflow take?
That's one indicator of optimization, if it takes forever it is sign that you need to optimize your map to simplify visleaves for them to follow the basic geometry of the level. You also can use func_viscluster in large areas to tell the compiler that every visleaves see the others in that area, it can reduce drastically compile time, but doesn't help with fps.
For the radiosity part, the only significant optimization for compile time I found was to no-draw as much faces as possible, since these faces will get ignore during the compile ![]()