r_showtris 1 shows what YOU can see
r_showtris 2 shows you what the engine can see (=these are drawn)
With r_showtris 2 you can check what areas are blocked and how the hints are affected, it’s about the only way to confirm what you’ve “done” in your head.
For hint brushes to take effect you need to do both bsp meta and vis compiles. If you are lacking the vis compile, the whole map will be drawn.
Summary:
r_speeds 1:
To see the effect of your vis you can check r_speeds 1 to see how many tris is drawn, I consider having 15-25 k ok for an empty map, but the less the merrier for fps. Ofc if all action and players are packed into one bunch, fps can drop a lot anyway, and that is up to the designer of the map layout.
FPS:
FPS is a way to check the performance, but it is very unefficient and inaccurate method when you are determining how efficient the vis blocking is. Best way still I see is to check with r_showtris 2
r_showtris 2:
r_showtris 2 is really something something. With it you can check if the areas can or can’t see each other. If you designed the hint brush work in a certain way, and after vis compile, it still don’t block, then something is wrong. Usually it’s up to the blocking structures, a “leak” (for example window) in vis or something.
What I do:
I check fps all the time ofc, but I don’t rely anything on it.
My main worry is r_speeds, I check all the time how much tris I have and how much I do need to get rid of or how much I can put more detail.
During the process of building my maps, I tend make EVERY brush detail (faster light compile). When the brushwork begins to be quite ready, I start working on the vis. I first go around and turn certain brushes structural and add hints. That is the time when I start checking with r_showtris 2. Now don’t get me wrong, I plan the map from the very beginning with consern of vis, I build the brushwork so I can easily have cheap structural brushes. And in the end it’s just matter of adding the planned hints and turn the wanted brushes structural. I have it all in my head.
Btw. One thing I still don’t get. In many detail vs structural tutorials there’s an example of a noobish mapper, who made a great map, but where every brush is structural. And they say it’s too much work or useless. It’s really hard to understand, cos I keep all brushes detail to the very end. And all brushes are turned into detail with a couple simple clicks. Ok ofc they might not have planned the brushwork or layout with understand of vis.