Reducing VVIS Compile Times with func_detail in Source Engine
Learn how to slash VVIS compile times and reduce runtime overdraw in the Source Engine by strategically converting decorative world brushes to func_detail.
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Learn how to slash VVIS compile times and reduce runtime overdraw in the Source Engine by strategically converting decorative world brushes to func_detail.
Learn how to add per‑pixel normal maps to Source Engine models for richer lighting, with a step‑by‑step workflow, verification commands, and performance considerations.
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Source Engine exposure changes belong in map logic, not client cvars. Use env_tonemap_controller and entity I/O for runtime brightness shifts that work in multiplayer.
Fix Source Engine map leaks with the pointfile, then cut VVIS compile time using func_detail, areaportals and hint brushes.
Explore how the Source Engine uses client-side prediction and server reconciliation to eliminate input lag while maintaining an authoritative server state.