the width and height of each lightmap is calculated independently by the compiler, and the engine. If they disagree, you can see lightmap glitches on faces - famous examples can be seen in ad_cruical and honey.
If a bspx lump of the compiler-calculated lightmap dimensions was written, then any future engines could just read this lump to guarantee no more of these glitches.
The dev version now supports this via -world_units_per_luxel, which also emits a width/height for the lightmap and simplifies the lightmap calculations in the engine.
the width and height of each lightmap is calculated independently by the compiler, and the engine. If they disagree, you can see lightmap glitches on faces - famous examples can be seen in ad_cruical and honey.
If a bspx lump of the compiler-calculated lightmap dimensions was written, then any future engines could just read this lump to guarantee no more of these glitches.