Understanding Source Engine BSP PVS for Better Map Performance
Learn how Source Engine’s precomputed PVS determines which map leaves are drawn, how to verify it during compile, and what pitfalls to avoid for better performance.
ReadMeFeed / Community knowledge
Real questions. Useful conversations. Find the people who know your stack.
Learn how Source Engine’s precomputed PVS determines which map leaves are drawn, how to verify it during compile, and what pitfalls to avoid for better performance.
Potentially Visible Set (PVS) and Occluder Depth The Source Engine builds a PVS from the current BSP leaf, using static world brushes and dynamic props flagged as occluder to prune entities each frame. While the engine documentation confirms that occluders block visibility, it does not expose a maximum depth or a hard limit on how many nested occluders the t