"Too many vertex format changes in frame, whole world not rendered" :game stops rendering parts of the map in the f...

Look above the catwalk where the scientist is standing. Bunch of white stuff. It gives off the same effect as if you’re staring into the void, as in, the pixel that draws “nothing” will repeat the last pixel (giving a “hall of mirrors” effect), and because of the post-processing effects (like HDR) then becomes solid white.

Meanwhile, the console spams this message:

Too many vertex format changes in frame, whole world not rendered I guess this neatly looking teleporter room is too much for Source, so it spits out this error, and quits rendering parts of the map. 12-year-old-engine, yay.

It’s only when entering the final teleporter room that the game spits out this error. The rest of the map is fine (since it’s not rendering the entire teleporter room all the time).

I’ve been noticing sudden errors of this type in the pre-disaster maps as well, in areas that were previously fine.

I think something either decreased the engine’s total rendering budget (??) or prevented some of its optimization elements from working.

Well the error itself is at least as old as the engine itself, it wasn’t introduced later on. I’ve seen threads on now-empty forums dating all the way back to 2005-2006. That’s a looooong time ago.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.