Multi-core compiling tip

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Moth
225 Posts
Posted Sep 09, 2011
Just giving everyone a heads up. I've been performing compiles recently with my quad-core machine, running Task Manager and selecting 'Set Affinity' for vvis and vrad like so...

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Forces the compile processes to use only three cores, allowing me to browse web pages without my mouse completely locking up. Running on a single core temporarily, system performance is improved over the jerky non-mouse controlled wang that it is otherwise. Under absolutely no circumstances should you attempt to do anything remotely CPU intensive, since the other three cores are working flat out. Just stick to posting forum messages :wink:

Comments on this are welcome. I've yet to experience any negative gameplay-related issues with this method.

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Moth
225 Posts
Posted Sep 09, 2011
Replied 23 minutes later
Also: rant Valve, make your Compile Tools native 64-bit!!
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ChickenMobile
2,460 Posts
Posted Sep 09, 2011
Replied 14 minutes later
Compiles for me never usually take more than 10 minutes at most. However waiting 10 minutes does get a bit boring... Thanks for the tip.
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Moth
225 Posts
Posted Sep 09, 2011
Replied 24 minutes later
You're welcome. This is especially useful for me, since my partner and I watch movies on my second monitor. Keeping a core free is enough to maintain a decent playback, then I playtest on my main monitor in windowed mode :wink:
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satchmo
415 Posts
Posted Sep 09, 2011
Replied 1 hour later
Hmm, I'd rather finish my compile quickly and get on to testing the map.

The longest compile time for my 15 MB maps is around 40 seconds (full final compile mode), so it's not that big of a deal to wait a few seconds.

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ChickenMobile
2,460 Posts
Posted Sep 09, 2011
Replied 10 hours later

satchmo wrote:
Hmm, I'd rather finish my compile quickly and get on to testing the map.

The longest compile time for my 15 MB maps is around 40 seconds (full final compile mode), so it's not that big of a deal to wait a few seconds.

A man of optimisation!

Doing a final lighting compile with the correct settings for models etc. will make a compile take twice as long, seeing as it does another pass of the vrad. Using more cores for the final compile would be a good idea.

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satchmo
415 Posts
Posted Sep 10, 2011
Replied 2 hours later
Yes, using func_detail appropriately is essential.

Planning ahead also helps in the map layout and VIS rendering.

When I map, I optimize as I go. I do not save it as the last step.

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Moth
225 Posts
Posted Sep 10, 2011
Replied 5 hours later
I'd love for you to take a look at my VMF and offer tips as to where I should be placing HINTS. My layout is... interesting :-p

I've recently tried adding a load of detail, and now my compile crashes on vrad @ 90% 'building leafs' - I've spent three days trying to work out where I went wrong?!

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satchmo
415 Posts
Posted Sep 10, 2011
Replied 2 hours later
If your brushes are too detailed, you may end up with the dreaded "micro-brush" error.

From experience, hint brushes do not shorten compile time at all. They certainly do not fix compilation crashes or errors.

Using hint brushes can reduce framerates by limiting the amount of material being rendered in-game.

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Vordwann
767 Posts
Posted Sep 10, 2011
Replied 28 minutes later
Hint brushes are delicious. One of my favorite in-game optimization things.
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ChickenMobile
2,460 Posts
Posted Sep 10, 2011
Replied 1 hour later

satchmo wrote:
From experience, hint brushes do not shorten compile time at all. They certainly do not fix compilation crashes or errors.

Hint brushes in the right place DO reduce compile times. I think it's mentioned somewhere in the VDC.

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Vordwann
767 Posts
Posted Sep 10, 2011
Replied 53 minutes later
Yeah they sometimes make the compiler say: "Oh. You want the visleaf there?... okay... I guess I don't need these two here...."