compile times

compile times

Re: compile times Posted by Sam37 on Sun Jan 16th 2005 at 6:52pm
Sam37
47 posts
Posted 2005-01-16 6:52pm
Sam37
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47 posts 5 snarkmarks Registered: Dec 15th 2004 Occupation: Student Location: UK
Hi, Ive made an outdoor map with buildings.

Anyway when i try to do a full compile RAD takes half an hour but VIS takes at least 15 hours! I say "at least" because at 15 hrs it was at ..9 and i gave up.

Is this normal for a map? I have a bad feeling its not. :smile:

(BTW im doing this on a 3.2 ghz, 1gb RAM PC)

Should hint brushes be put over doorways and windows to reduce VIS time? I hear they reduce VIS time...

Any help appreciated :smile:
Re: compile times Posted by Dred_furst on Sun Jan 16th 2005 at 6:53pm
Dred_furst
455 posts
Posted 2005-01-16 6:53pm
455 posts 135 snarkmarks Registered: Sep 3rd 2003 Location: UK
what scale? what size?

large maps will take this long, but if its small, it shouldnt. Likelihood is you probably have a leak.
Re: compile times Posted by Sam37 on Sun Jan 16th 2005 at 7:02pm
Sam37
47 posts
Posted 2005-01-16 7:02pm
Sam37
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47 posts 5 snarkmarks Registered: Dec 15th 2004 Occupation: Student Location: UK
I wouldnt say it was a big map, but im a bit of a newb so i wouldnt know :smile: . Heres a pic:

User posted image

There are definately no leaks.
Re: compile times Posted by Static88 on Sun Jan 16th 2005 at 8:19pm
Static88
122 posts
Posted 2005-01-16 8:19pm
Static88
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122 posts 52 snarkmarks Registered: Dec 31st 2004 Occupation: USMC Location: USA
You may want to read up on this.....

http://forums.steampowered.com/forums/showthread.php?s=b2e64abc6e77033e3c63ff60a83c3287&threadid=170112

http://www.valve-erc.com/srcsdk/Levels/optimizing_and_checking.html

The mat_wireframe 1 is especially usefull as it shows all the leafs that the ebgine draws. If you have a street curb for instance and you're looking at it with the wireframe on, it'll show lots of lines (triangles) on it depending on how many sides you have to your curb. I'm still doing some research but I believe you want to make your more complex brushes into func_details. I'm also looking into hint brushes as well. My map took 38 hours to compile. That was way too long even though I have a large open area as well. Good luck.
Re: compile times Posted by Sam37 on Sun Jan 16th 2005 at 8:25pm
Sam37
47 posts
Posted 2005-01-16 8:25pm
Sam37
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47 posts 5 snarkmarks Registered: Dec 15th 2004 Occupation: Student Location: UK
ok thanx :smile:
Re: compile times Posted by satchmo on Sun Jan 16th 2005 at 8:55pm
satchmo
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Posted 2005-01-16 8:55pm
satchmo
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Even for a fairly large map, compile time should be less than 30 minutes if the map is made correctly (even on a slow machine).

I have a medium/large size map that I'm working on currently. It has lots of models and complex architecture with a large outside area. It only takes 15 minutes to compile with full VIS and RAD. I have a very slow machine (1.1 GHz Celeron, 512 MB PC133 SDRAM) by the way.

If the brushes are made into func_detail and the map is optimized with hint brushes, the compile time should be very reasonable indeed.
Re: compile times Posted by omegaslayer on Sun Jan 16th 2005 at 9:05pm
omegaslayer
2481 posts
Posted 2005-01-16 9:05pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
RAD takes about 3 hours for me to compile, If VIS is taking a long
time, then you have not errors, but very complicated brush work
somewhere, try using the cordon tool and compile half of your map,
depending upon which side takes the longest, that is where the
complications are. On a large sized map, VIS should take 5-15 minutes.
Re: compile times Posted by Sam37 on Sun Jan 16th 2005 at 10:16pm
Sam37
47 posts
Posted 2005-01-16 10:16pm
Sam37
member
47 posts 5 snarkmarks Registered: Dec 15th 2004 Occupation: Student Location: UK
there is very little detailed stuff in there and the few things that are remotely detailed are func_details already. The only thing I can think of is the big rock?cave?arch displacement thing where the mouse cursor is.

I didnt think it would make a difference because i heard displacements do not block vis... am I wrong? (if so it would explain a lot :smile: )

Thanx for the replies.
Re: compile times Posted by omegaslayer on Sun Jan 16th 2005 at 10:33pm
omegaslayer
2481 posts
Posted 2005-01-16 10:33pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
no displace ments dont block vis you are correct....but are the
displacements enclosed? Because you might be getting a leak through
them (displacements dont enclose the map)
Re: compile times Posted by Sam37 on Sun Jan 16th 2005 at 10:37pm
Sam37
47 posts
Posted 2005-01-16 10:37pm
Sam37
member
47 posts 5 snarkmarks Registered: Dec 15th 2004 Occupation: Student Location: UK
it is definately enclosed, the map has no leaks at all (It used to but i fixed them with fast vis and pointfile, now it no longer has ****leaked*** on fast vis).

I think ill try that thing u mentioned with cordoning stuff, Thanx. :smile:
Re: compile times Posted by omegaslayer on Sun Jan 16th 2005 at 10:50pm
omegaslayer
2481 posts
Posted 2005-01-16 10:50pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Fast VIS!!! try running it on normal vis, fast VIS leaves out important
calculations that might be screwing up VIS in the first place.
Re: compile times Posted by ICE on Sun Mar 13th 2005 at 12:00am
ICE
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Posted 2005-03-13 12:00am
ICE
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9 posts 1 snarkmarks Registered: Mar 8th 2005 Location: SWE
my VVIS took 3h,51min,27sec. should i fix it, or should i just let it be like that and play the map?
Re: compile times Posted by Orpheus on Sun Mar 13th 2005 at 12:13am
Orpheus
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Posted 2005-03-13 12:13am
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<DIV class=quote>
<DIV class=quotetitle>? quoting ICE</DIV>
<DIV class=quotetext>my VVIS took 3h,51min,27sec. should i fix it, or should i just let it be like that and play the map?
</DIV></DIV>

consider yourself lucky it completed. i assume it did so with no errors reported?

the length of time it takes to compile is not necessarily in direct proportion to the playability of a map.

vis times can be long for simple things like massive outdoor areas. it can be long for poor mapping habits.

in the end, if the frame rates are at a level to achieve playability, you did alright.
of course, optimization is always a plus.
Re: compile times Posted by Joe-Bob on Sun Mar 13th 2005 at 12:20am
Joe-Bob
180 posts
Posted 2005-03-13 12:20am
Joe-Bob
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180 posts 77 snarkmarks Registered: Dec 3rd 2004
VVIS can be really weird. I took a 5 minute VIS map and put it
with a 2 minute VIS map. Before I even connected the maps, I
compiled and VIS took 5 hours.

While making complex stuff into func_detail can help your compile times a lot, it won't work all the time.
Re: compile times Posted by ICE on Sun Mar 13th 2005 at 12:23am
ICE
9 posts
Posted 2005-03-13 12:23am
ICE
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9 posts 1 snarkmarks Registered: Mar 8th 2005 Location: SWE
thx for the fast reply...

no errors, runs great.

i will try to fix it and make it a little more detaild with props and stuff. hopefully i will release it on monday.