| 09-30-2003, 11:29 PM | #1 |
I am posting this because I can't find one like it anywhere in map development. I am trying to gather all the information I can about lag with wc3; if you know ANTHING at all about lag in game please post your ideas. Current Info: -Periodic Trigger Events -Large amounts of doodads -Large amounts of units -Large amounts of animations -High HP, Damage, etc. values Please post anything you know, thanks. |
| 10-01-2003, 12:32 AM | #2 |
not sure about this but i think large numbers of hp or dmg will also cause some lag, but that may cause a server split instead, cant remember. so, keep ur hp and dmg values under like 2500-5000 and u should be fine. |
| 10-01-2003, 12:35 AM | #3 |
This is for the editor, turn off the brush and it will stop refreshing itself every single time you change an interger, reduing lag ALOT. |
| 10-01-2003, 12:53 AM | #4 |
Yes we know that about the brush list, that is very useful, but our problem is with in-game lag. It is most likely the periodic events because we do not have any huge numbers and it runs quickly over lan where time lag makes virtually no difference. (damn slow speed of light...) We are working on sticking all periodics into a single trigger. Anyhow, we would just like ideas on lag reduction. Keep in mind that... -We have very few doodads -No point in the game is there more than 250 units thanks for your help |
| 11-05-2003, 04:49 AM | #5 |
Hmmm, no one else seems to know anything. This is bothersome. Does no one know anything else about this? |
| 11-05-2003, 05:00 AM | #6 |
Loops with alot of information with little or no wait. Imported files i think (not entirely sure) Basicly the more information that a thing takes the more it will lag. |
| 11-05-2003, 05:02 AM | #7 |
Even the models will increase the lag of the game. So 20 footman will have less lag effects than 20 dragons that would have much more. So the more complex models increase the lag and lower computer performance. Also having tiggers like every time a unit dies or every time a unit is attack can cause huge lag problems. Basicly everything in the game adds lag, just somethings more than others. |
| 11-05-2003, 05:40 AM | #8 |
There's a lot of lag sometimes when the game first loads a model. So, if you spawned a high-poly model (like a hero), it would have to think a bit to generate it. The best way I know to defeat this lag is to place all your high-poly models on the map, and delete them during Map Initialization. That way, they're pre-loaded. |
| 11-05-2003, 06:09 AM | #9 |
well. using "variables" in actions will reduce lag too.. i test it. i remplace the "castering unit" or "entering unit" for a variable and reduce the lag. |
| 11-05-2003, 07:16 AM | #10 |
creating alot of SFX without destroying them.. |
| 11-05-2003, 11:13 AM | #11 |
Hey, guys, did you fix the massive end-game pause in Satanic Village Massacre? I'm led to believe that removing units without killing them causes memory bloat - is that fixable with SVM? As for periodic event lag, it's trivial at best. Unless you're running triggers multiple times per second, I doubt you'll ever notice. What causes unit-related lag is if you give all units orders to move at once, particularly down crowded paths. If you spawn units in smaller groups, let them start walking, and then spawn more, you shouldn't notice any "How do I get there?" slowdown from the game. Otherwise, it's all been mentioned - avoid multiple high poly models on the screen, and avoid leaving special effects lying around. Doodads don't cause all that much lag. |
| 11-05-2003, 11:37 AM | #12 | |
Quote:
I believe your right Biflspud. I played SVM for about 15-20minz and after I quit, It took hella long to close the map. I went to smoke, cooked rice, took out trash and took a piss and still the map wasnt finish closing.... So I had to turn my comp off (its prob about 10+minz) Advice: avoid using A,S,H,P and M as hotkeys. And if possible, use the keys on the leftside of the keyboard for easier use. |
| 11-05-2003, 12:51 PM | #13 |
Having a lot of functions / trigger calls that use points, each time one of those is used the memory leaks a little, if you have a lot of them your map will eventually lag after a while. |
| 11-06-2003, 01:12 AM | #14 |
Thank you all for your input. I don't know if we will be working on the map lately. Neither I now Mr.Euthanasia has had time since school started again. |
| 11-06-2003, 01:23 AM | #15 |
Lots of Units/Doodads = Lag. Lots of animated units/doodads = lots of lag My suggestion: (a) Make a triggers that will hide all units not in any players field of view (b) Use fog (c) Reduce doodad count (20000+ doodads is bbbaadddd, mm'kay?) |
