Post
by ayeyah » Mon Mar 15, 2010 3:39 pm
Old, but...
Hinting is a way of forcefully splitting faces (and thus, creating more polys) in hopes that the engine will use the split as a new cutoff point for rendering. e.g. say you're in a complex outdoor environment, and you had a long complex indoor hallway that you can't physically see, but is still being rendered by the engine, and is thus creating a framerate hit (you can see if its being rendered by going into wireframe mode in-game). In other words, you're rendering two expensive scenes at the same time, even though you can only physically see one of them at the moment. If you create the hint brush properly, the engine will chop off the hallway from being rendered until you're close enough to need to see it (and vice versa: from inside the hallway, it might prevent most of the outside from being rendered). The risky bit is that by splitting faces, you are actually increasing your face count, so if done improperly, it could lag more (though I imagine this isn't as big of a deal in Source-engine games).
This isn't something that you really need to worry about unless your framerate stutters in certain areas of your map, or unless you are really OCD about optimizing your map down to the last detail.
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