HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Map size reduced=less power needed?

01-11-2010, 12:14 PM#1
jk2pach
Hello,

I have a very simple question.

I have recently increased the size of one of my map, Stars (http://stars-map.perso.neuf.fr/).

It was from 224x224 and now it is 320x320.

The probleme is this map requires a good CPU to run correctly, because I use a lot of timers and units.

My question is:

If I reduce the size of the map by 2 (320x320), and, as a consequence, if I reduce all model scales by 2, all distances used in triggers/spells etc by 2 unit speed and sight range etc.., the map will be a little faster?

(I do not mean faster to play, but faster for a CPU, with less power needed).

Thanks a lot,
01-11-2010, 02:14 PM#2
Tot
don't think so.

If number of units and triggers/timers/custom code remains unchanged, it should not affect CPU; if wc3 handles it like other games, map size only affects loading and very little graphic, cause cpu has normally nothing to do with drawing the graphics and loading the terrain.
01-11-2010, 04:36 PM#3
DioD
map size affect NOTHING.
01-11-2010, 09:24 PM#4
Neco
Map size effects load time slightly, other than that its not an issue.
01-12-2010, 12:20 AM#5
blanc_dummy
and too many doodads lags your game too.
01-12-2010, 05:16 AM#6
DioD
doodads have nothing with map size, you can place over9000 doodads on 32*32 map.
01-12-2010, 07:46 AM#7
blanc_dummy
generally more large the size more many doodads :)
01-12-2010, 08:46 AM#8
jk2pach
Not in this map. So it's useless to reduce the dimensions/sizes/ranges/scales.

Ok, thanks.
01-12-2010, 01:48 PM#9
Neversleeping
I have another question along the same lines. Making a condition check many times a second, e.g everytime a unit takes damage to check the damage source, will this be heavy on the map? I mean, is it worth it if the gain is just a little detail?

I guess not, with 3 billion calculations a second with today's computers, but I have litte aptitude on programming in general and thought it best to ask.
01-12-2010, 03:51 PM#10
Ammorth
Quote:
Originally Posted by Neversleeping
I have another question along the same lines. Making a condition check many times a second, e.g everytime a unit takes damage to check the damage source, will this be heavy on the map? I mean, is it worth it if the gain is just a little detail?

I guess not, with 3 billion calculations a second with today's computers, but I have litte aptitude on programming in general and thought it best to ask.

don't hi-jack threads.
01-12-2010, 03:57 PM#11
Neversleeping
Sorry, I've been spending time on another forum where they appreciate keeping number of threads down by discussing similar cases in a thread. I'll try to warm up to local rules :)