http://www.splashdamage.com/forums/showthread.php?t=16432&highlight=portals
There’s a kind of relevant topic.
Let me try to explain the -vis process again
it tries to calculate what is visible to players in a certain area.
So if you’re standing in the allied spawn on oasis, then your computer isn’t rendering what’s going on at the guns (to make an extreme example).
When you’re at the forward flag then your pc is only rendering what’s happening in the area around the forward spawn.
These areas (or portals) are calculated in the -vis stage.
Best way to see this effect is to run around in a map with r_showtris 2 then you see everything your pc is rendering at that moment. As you move around you’ll notice things disappearing and appearing, this is based on how the portals are setup.
Now you’re problem is the creation of the portals. portals are created on the edges of every structural brush and by default every brush is structural. So let’s say that you have a table in the middle of a room, by default it’s structural and will split the room into tens of unneeded portals. This only decreases your FPS and increases the -vis compile time.
So the solution is to make things like this detail.
For another example if you made a house then everything inside the walls would be detail (beds, plants, chairs, tables,…) and you can even make some walls detail, for instance it’s not much use giving 2 adjacent rooms 2 portals, but if they are separated by a hall then it would be appropriate. (simplified example)
Aaa4 was giving a very simple solution, but a very impractical one. He basically said turn everything into detail except the outer walls, the outerwalls are what separates the inside of your map with ‘the void’. In radiant the void is the grey stuff outside of your map.
If you make the outerwalls detail then the map won’t compile.
The problem with this is that then you pc has to render the full map at all times = crappy FPS.
Don’t mind aaa4 though he’s a bit of a ‘funny’ guy.