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VIS_Optimizations#548925

<cat>Hammer.Advanced</cat>⤶ <title>VIS Optimizations</title>⤶ ⤶ # What is VIS?⤶ ⤶ VIS is Visibility for short. It's important for your map to calculate visibility of stuff⤶ you can see or cannot see. It's not always great when a computer does it, so there are a few⤶ entities that may further optimize your map when utilizing them.⤶ ⤶ #Useful Entities⤶ ⤶ `visibility_hint` is a point entity, you can use this to mark an area as **"low-resolution"** or **"high-resolution"** for VIS calculations. **Low-res** would be suitable for large outdoor areas with wide lines of sight. **High-res** is automatically used for inside places in your map (if your outside environment is marked with low resolution hints)⤶ ⤶ `info_visibility_box` is a point entity that is a **visibility culling box** which can be used to hide objects at runtime and can be toggled on and off by the entity Input/Output system. Mainly used to cull stuff that's within the PVS, but is in an area of the map that the player won't see. ⤶ ⤶ `info_cull_triangles` is a point entity that is used to prevent **overdraw** from props/geometry sticking outside the regular map boundaries. You surround an area of the map that has props sticking out (which is usually **out of bounds**) with an `info_cull_triangles` box.⤶ ⤶ ⤶ ⤶ I hope this cleans up the poor documented nature of these entities. Use them for your own maps when⤶ optimization is your priority.