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InsideQC Forums • View topic - What does VIS do?

What does VIS do?

Discuss the construction of maps and the tools to create maps for 3D games.

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What does VIS do?

Postby CocoT » Sat Nov 18, 2006 6:21 pm

Newbie alert number #732

Apparently, VIS "builds the potentially visible set"... What does that mean? I was wondering what VIS does since, as we know, it's not needed to run the map.
I ask because I am working on a map that runs kind of slow and I was wondering if VISing the map would speed things up (I know the answer to that could be "well, VIS it and you'll see, but I was interested in knowing more about what that program actually does :))
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Postby Sajt » Sat Nov 18, 2006 7:37 pm

VIS takes all the BSP leafs (partitioned zones of the map) and for each one of them, calculates a list of what other leafs are visible from that one. It's used in rendering for culling out areas that aren't visible, (completely behind a wall), so if you don't have it the entire map will be rendering each frame (although DarkPlaces can do some crazy real-time VIS Jr.). So yeah it'll speed your map rendering up, unless it's an outdoor map or an extremely complex BSP in which case you shouldn't be using Quake :D And I believe it's also used in other things e.g. idle-monster-sees-player checks.
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Postby CocoT » Sat Nov 18, 2006 8:52 pm

Ooh, I see, thanks Sajt! :)
Yeah, my map is kind of outdoor, I guess. A lot is shown at the same time, at any rate. Fortunately, there are things (details) I can probably take out without the general aesthetic suffering too much.
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Postby scar3crow » Sat Nov 18, 2006 9:15 pm

A good example of how vis affects things is to turn on wateralpha in a map not vis-ed for transparent water. The leaf you are within will see the leaf that is submerged in the water as not being visible, as it acts with the attitude of a brush with a liquid texture is completely opaque. Hence when you turn it on, you get an HOM of sorts, as the gl renderer considers it looking into the void to an extent.

But when it knows it can see that leaf from this other leaf... no problem, okey dokey roger wilco.

Holy shit, I apparently know something o_O
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Postby Sajt » Sun Nov 19, 2006 5:50 am

Whoa, your O_o was backwards and I tripped out for a second there..completely vacant. I think you just killed some of my brain cells.
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Postby Spike » Sun Nov 19, 2006 4:39 pm

.
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Postby scar3crow » Sun Nov 19, 2006 5:43 pm

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Postby CocoT » Fri Dec 01, 2006 10:16 pm

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Postby CocoT » Wed Dec 13, 2006 4:32 pm

(10 days later)

Mmm, vis worked ok on some smaller test maps, but now I have this bigger map which somehow won't vis.
I tried seeing if turning it into a Q3 map would help frame rate and had the feeling it did, but then I had some issues with liquid textures (rendered as solids) and the skybox didn't load (which might actually explain why the frame rate was a bit better).
Anyway, for the moment I'm thus not vissing(?) it and hit a low of around 10 frame per second in some areas/angles. The problem is that I do need to add some more stuff (not a lot, but still), so we'll see.
Stupid question: does external texture loading help frame rate? I had the feeling I gained a little by using a retexturing project rather than use default Q1 texture settings.
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Postby frag.machine » Thu Dec 14, 2006 12:48 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Dr. Shadowborg » Thu Dec 14, 2006 5:18 am

Reading this may help as well in locating leaks.



Also, make sure you're using good tools, like the Bengt Jardrup ones.



Edited to remove links to equake site.
Last edited by Dr. Shadowborg on Thu Dec 14, 2006 11:21 pm, edited 2 times in total.
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Postby leileilol » Thu Dec 14, 2006 5:24 am

dr., that's a very evile and warezy url you're linking to.......
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Postby Dr. Shadowborg » Thu Dec 14, 2006 5:31 am

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Postby leileilol » Thu Dec 14, 2006 7:56 am

excuse
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Postby CocoT » Thu Dec 14, 2006 11:10 am

Wow, thanks frag.machine and Dr Shadowborg, super good pieces of advice and links. I really appreciate it! :) I realize I really know little about mapping and it's fun learning.
I'll try it out again today and will keep you updated with the results.

Oh, and since I'm at it: what does "cluster with too many portals" mean? I get that error on another map :(

Update1 : Weird, when I try the "pointfile" thingy, I get the following, "0 point read / point at 0 0 0"... In DP, I get axes pointing to the center of the map grid. Does that mean there is no leak?
Last edited by CocoT on Thu Dec 14, 2006 4:45 pm, edited 1 time in total.
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