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mitering corners - reduce visleafs? good for optimization?


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Posted

I always mitter my stuff when i work in bsp. Probably not as important anymore today since most PC's are powerfull enough to run even a messy map in source in highest details and fluid framerates. But it used to be very important in the past. Without mittering 2 triangles more get rendered per corner and if the wall is a static brush it creates a new tiny vis leaf. Now if you have a couple more such tiny vis leafs they will cut each other overproportianaly the more you have and you have very easily a mess of hundrets or thousands of vis leafs where only a couple dozen would be appropiate. This mess has a very negative effect on the vis compile time (what should take 2-3 minutes takes hours) and it also has a bad effect on the performance ingame.

edit:

Found this old pic in my archive:

9k13js.jpg

Pretty much shows what i mean with tiny vis leafs cutting each other and creating a mess. On the button my map after proper mitering, func_detailing and vis optimizing.

Not sure if that's a good example to show what you mean since it's a very old version of Abdallah with almost no brushes converted to func_detail and no hint brushes at all.

I personally never cared about mitering corners. The small performance gain (if it even exists) is not really worth the extra time put on it.

Fun fact: Steppenwolf was actually the guy who taught me how to properly use hint brushes back in the good ol' INS days :)

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Posted

For vis its very simple to explain long compile times. The more vis leafs you have up goes the the compile time overproportional. So the difference between a quick compile time and a long compile time sometimes isnt even that big on paper. Just a question of proper optimizing.

Also you have to stop to be so pretentious about it when your test basicly proofed my point. Bsp merging the faces? Take a very very close look at your own example picture.

You don't need to sit here and explain how it works. I know how it works. I already said I was wrong. What else do you want?

  • 4 weeks later...
Posted

It looks neater and possibly does do a little good, but it's a fairly pointless optimisation. As Chris said, there's little point in spending any time worrying about low-level optimisations. If I can't measure the difference, I don't care.

Besides, it always used to really annoy me when I was resizing brushes and forgot the corner was mitred. IMO you get far more bang for your buck if you do high level visibility sanity checking early on, then do a func_detail / hint brush / LOD pass as you reach the end of development. :) I had very similar results to stepp on an optimisation pass using the exact same tool, and none of the significant improvements were down to mitring.

Posted

Mitering is pointless most of the time. Yes, a lack of mitering may create more visleaves but the performance difference is miniscule and, anyway, compile times are hardly going to suffer because of it.

Posted

I think a good use of func_brush and func_details and having a clean outer layout is good enough, I don't do that mitering thing either and so far I haven't had many weird visleaf or performance issues happening to me. It seems to me like extra work for something you don't really need.

  • 3 weeks later...
Posted

But then when you miter corners you have a easier time texturing stuff. I always do it because that's how I learnt on goldsrc, that's how my brain works. For me it's easier to visualize the map that way and makes me work faster.

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