HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

[Clarification] Models, Units and Lag

11-23-2007, 03:58 AM#1
Tide-Arc Ephemera
Okay, I'm making a map that will require large numbers of units... so I'm in need of assistance to ameliorate lag that could be caused by that. So here are some things I've heard caused lag.

Please tell me if it's true, false and if I'm missing anything.
  1. High-poly models
  2. Excessively animated
  3. High-detailed special effects
  4. Excessive glows
  5. Excessive particles and emitters

And here are some things I've heard that could reduce lag, again tell me if it's true, false and if anything could be improved.
  1. Reduced-poly models
  2. Use of only necessary animations
  3. Low-poly special effects
  4. Use of those "bill-board" (not sure of name) thingies to replace spheres
  5. Reduced use of glows
  6. Reduced particles

So yeah, tell me if any of this is incorrect and if any of it is correct and if there's any other ways to reduce unit and graphically related lag.

Thanks ahead!
11-23-2007, 04:10 AM#2
JetFangInferno
I'd say yeah. Triggers also account for lagg if there are leaks. Even excess doodads.
11-23-2007, 04:16 AM#3
Tide-Arc Ephemera
Hmkay... thanks... 'tis good for more opinions to come in, so I'll wait a lil' more before I make a definite decision. You're a modeler so I trust that your answer is correct about the units.

However, triggers and doodads do not count too much, as I'm only looking up about models.

+Rep for first response.
11-23-2007, 05:34 AM#4
zen87
Hmph from my experience, it doesnt really matter the model are a high-poly model or not, but having too many things (units, trees, effects, doodads, spells) on one screen is definitely lag-friendly.... hmph...
11-23-2007, 07:51 AM#5
abriko
Right...a high model doesn't create lag, but an army of this model...
The most of lag thing is the particles effect in wich partciles/s are high.
11-23-2007, 03:50 PM#6
Captain Griffen
Large numbers of MOVING units won't work, full stop. The engine simply breaks down and cries as the pathing falls apart, and units grind to a halt.

And I seriously doubt modern graphics cards are phased by anything WC3 can throw at them, graphics wise, though that would depend upon the scaling efficiency of the engine.
11-23-2007, 04:48 PM#7
Rao Dao Zao
Using billboarded planes instead of spheres is simply a method of reducing the number of triangles in a model; so it comes under "reduced-poly models."
11-23-2007, 07:58 PM#8
Tide-Arc Ephemera
Quote:
Originally Posted by Captain Griffen
Large numbers of MOVING units won't work, full stop. The engine simply breaks down and cries as the pathing falls apart, and units grind to a halt.

Hm... a triggered moving system wouldn't do much better I presume...

So if WC3's movement engine can support X units moving simultaneously, approximately what is X?
11-24-2007, 08:12 PM#9
Tide-Arc Ephemera
... bump?

Quote:
Originally Posted by Oh So Awesome Me
So if WC3's movement engine can support X units moving simultaneously, approximately what is X?
11-25-2007, 03:15 AM#10
BBDino
Unclear, 300 perhaps? Go test it. Make a simple TD path and spawn increaisng numbers of units down it, see at which point the pathing engine breaks and the units all start doing the amazing start-stop dance.
11-25-2007, 03:21 AM#11
Tide-Arc Ephemera
300 you say... that is bad news for my map. I will test it in the not too distant future.

Is it WC3 breaking down or the computer?
11-25-2007, 04:38 AM#12
Pyrogasm
Wc3.
11-25-2007, 10:20 AM#13
DioD
~~120 moving units per player, not per map or world.

more units will cause halts, 200 units wont walk at all.