Need help with portals / PVS for optimizing edge draw

I’m doing a map that´s basically designed to be lightweight so it runs on old retro PC setups as well as othe platforms from the 90s (basically borderline too weak to run Quake). Anyhoo, when I test my map I run it in WinQuake with r_numedges 1 to check how much its drawing and what I see doesnt make sense to me, so Im assuming the PVS arent at all what I think they are.
I use Trenchbroom 2022.1 for map creation, ericw tools for compiling (with ne_q1sp compiling GUI).
Map has no leaks so no pts file is generated. I haven’t figured out how to generate a .prt file. I can see that Trenchbroom can load a prt file…
Also, are Hint brushes a thing in Quake 1 or just later versions? Can’t find anything about hint brushes in Trenchbroom.

Any help that points me in the right direction is appreciated.

You can lock the current PVS in some engines and look around. Maybe that would help debugging? I am not sure what the cvar was but TyrQuake definitely has that feature.

Thanx Ill dig into it, never tried TyrQuake engine before- Seems the console command is “r_lockpvs 1”