Now that I remember some yet unasked question... <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
There is a WAD which contains the probably most compex level ever made, and for example, the Doomsday (jDoom) engine is almost unable to work (~ 10 Seconds per frame on my 32 MB GeForce2 GTS):
Alien Vendetta - AV.wad - MAP20
A level which shows some kind of pyramide, with lots and lots and lots of caves, rooms and winding corridors. >55000 segments (yes: fifty-five thousand).
With Vavoom, using ZenNode, glBSP (v3 nodes) and glVis 1.5, it is at least playable. So if the Doomsday developers don't feel the need to support GL_VIS data, it's their fault... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Unfortunately, I had to use the "fast" mode to build the GL_VIS data: calculating MAP20 took half a day in regular mode (on my Duron 800), and finally it locked on MAP23 (with 07370 nodes left).
I hope this extreme map helps optimizing saveral bottlenecks.