Trigger connections slows down vrad
However, making these 17 connections between the turrets and the math_counter dramatically slows down the ThreadComputeLeafAmbient step of vrad. Without these connections, the vrad process takes approx 2 mins. When the connections are made, the vrad process time jumps up to 7 mins.
Does anybody know why adding the connections impacts vrad and what can be done to improve it?
So if you not misread the compiling (maybe its not vrad that takes that long time) then I'm also really interested what can cause it! And share your findings!
Generally vrad should be the slowest of the three compile steps.
And as DaMaGepy said, the biggest influences on it:
- Named lights.
All compiled twice, in on and off state. And if there's more named light every combination is calculated; so if you have three named lights all the following combinations are calculated:
off/off/off
off/off/on
off/on/off
off/on/on
on/off/off
on/off/on
on/on/off
on/on/on
So basically adding a few named lights can dramatically increase the compile time.
(using hard falloffs can somewhat reduce this but still, keep in mind named lights can significantly increase compile time)
-
lots of props
We have a map in portal stories where the geometry and all is rather simple, but there are just so many props that need to be lit that the compiling of the map takes a very strong computer still over 2 hours. At least 105 minutes of this are occupied by vrad. -
lightmap scales
By lowering the lightmap scales you can increase the shadow quality, but it costs compile time and your file size can blow up if you bring it down too far on too much surfaces.