1. Blizzard - They introduced a 10x slowdown of many arcade maps with patch 1.5? June 2012. They have never recovered from that blunder. Does anyone know exactly what happened? Some point to the new data streaming. All I know is I use to get 10 fps with 1000 units on ULTRA, after that patch I get 1 fps on Medium and .00? on ultra. There is no computer made that can over come 10x reduction.
2. Too many unit animations.
3. Looping triggers
Here are a few things that can be done to try to get the 10x Blizzard reduction back.
- Trigger to reduce graphics after a certain round or x amount of units on field ie. Actor - Kill all particles
Actor - Remove death models in region Entire Field, Animation - Clear all animation properties for (Actor for (picked unit))
- Finding out which missiles or projectiles are lagging the game and replace or remove them. Some can really kill the performance.
- Force all players to run on medium settings (I wish this could be done)
- Kick player that lags - blizz does this for us but I wish there was a way to take that control away from them.
- Go to each individual unit and make it low rez with few animations (arghhhhh, there has to be a better way)
I HATE LAG, there should be a bounty on laggers, an open hunting season for them.
Anyone out there have some good lag reducing tips for tug maps with 1000 units I would appreciate it.
I have a couple maps that run units in the 1000's. There are a few methods that help a lot.
First and most important I have found is proper cleanup. If you create a unit, fire a missile, set a variable, any actor really, ect... make sure it's being destroyed. Most late game lag I have seen comes from small things not being properly cleaned and adding up over the course of a game.
Next up you can force units to only use the low detail models. This has an effect like forcing everyone to run on lower settings. That helps with graphical lag, but does nothing for ping/bandwidth related lag. It is also tedious work.
As far as I know it, there is no way to detect a lagger. You can however force it to lag. If your really dedicated, you can make a trigger that says something like, pick each player, create 500 marines for picked player at some corner of the map, and then kill them all... The massive sudden increase in units will cause whoever is lagging to either completely disconnect, or at least pop up for long enough you know who is lagging and you can remove them with some kind of vote based kicking trigger.
Lastly, and probably the greatest anti-lag countermeasure that is oddly not very well known. You can simply lower the game speed. Slower the game runs, the more time it has to do any calculations and renders and the less often it has to do it.
If in doubt add a self destruct event to the actor that if certain conditions are not met it auto kills itself. Worked for my beam based power grid system.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
The problem with most maps which includes a lot of units is that most editors don't make different map bounds for each part in there maps.
I did faced this problem with my map End of Dreams before but I solved it by splitting the map to a parts by just making the map get bigger each time the players complete an objective, in that way there will be less units by the time the player reach the final stage/part of the map.
Another thing that you can make with map bounds is that you can hide a place which you no longer need and use an action which will remove all terrain and texture in that part. ( This might be best for RPG maps )
Maybe this should been in trigger section.... Oh well :p
Making sure that each unit had the minimum number of actors greatly increases the speed.
In my Map i had 4096 Tree Units with 2 Actors and there Fog of War Visibility set to Snapshot
Turns out this setup created 12,288 Actors on closer inspection having your units set to Snapshot creates a Separate Actor
My Tree Unit Each had 2 Actors After Removing all connections to other actors my Tree Unit had 1 Left now
Then i Changed my Fog of War Visibility to Dimmed and it uses the same actor now
So i managed to go from 12,288 - 4096 increasing my FPS from 20-30 to 30 - 60
Wouldnt have figured it out if it wasnt for the Actor Cheat actorinfodisplay
Next up you can force units to only use the low detail models. This has an effect like forcing everyone to run on lower settings. That helps with graphical lag, but does nothing for ping/bandwidth related lag. It is also tedious work.
Lastly, and probably the greatest anti-lag countermeasure that is oddly not very well known. You can simply lower the game speed. Slower the game runs, the more time it has to do any calculations and renders and the less often it has to do it.
----
Good stuff thanks.
Could you give me an example of how to lower the detail of a model in the editor. Just need one example and I'll do the tedious work.
Most maps are set to auto save replays. Lets say you have 8 people playing and there is 800 units on screen fighting.
For each player (8 of them) data has to be sent to blizzards servers then to their computer for the replay. In a already lagged situation this just adds more net lag.
I turned it off and found a 10-20fps increase. Areas were people would be getting 10 fps are now getting 20-30 fps.
I am curious. I've heard a lot that unit count contributes heavily to lag due to pathing calculations. Is there much validity to this? If so, would a map with simple patching (imagine a giant square, opposed to a forest) cause notably less lag?
Also to add, behavior count can add a lot to lag. Some behaviors can add a lot, but even simple ones stacked enough will lag. For example, 8000 buffs which add 1 attribute point each, will cause notable lag on a weak system, while 16000 will make a map unplayable. 1 buff with 8000 attributes will not.
yes, i can confirm that many units that need to path across the map cause lag
If they need to path around objects, does that increase the calculation time by a notable amount? It must be a little more to navigate a maze, opposed to an open field.
check my signature, download everything for TRD, then spawn alot units with current terrain, remove all doodads / footprint, spawn again a lot of units
Rollback Post to RevisionRollBack
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Lag creators that ruine your sc2 map.
1. Blizzard - They introduced a 10x slowdown of many arcade maps with patch 1.5? June 2012. They have never recovered from that blunder. Does anyone know exactly what happened? Some point to the new data streaming. All I know is I use to get 10 fps with 1000 units on ULTRA, after that patch I get 1 fps on Medium and .00? on ultra. There is no computer made that can over come 10x reduction.
2. Too many unit animations.
3. Looping triggers
Here are a few things that can be done to try to get the 10x Blizzard reduction back.
- Trigger to reduce graphics after a certain round or x amount of units on field ie. Actor - Kill all particles Actor - Remove death models in region Entire Field, Animation - Clear all animation properties for (Actor for (picked unit))
- Finding out which missiles or projectiles are lagging the game and replace or remove them. Some can really kill the performance.
- Force all players to run on medium settings (I wish this could be done)
- Kick player that lags - blizz does this for us but I wish there was a way to take that control away from them.
- Go to each individual unit and make it low rez with few animations (arghhhhh, there has to be a better way)
I HATE LAG, there should be a bounty on laggers, an open hunting season for them.
Anyone out there have some good lag reducing tips for tug maps with 1000 units I would appreciate it.
Thanks!
I have a couple maps that run units in the 1000's. There are a few methods that help a lot. First and most important I have found is proper cleanup. If you create a unit, fire a missile, set a variable, any actor really, ect... make sure it's being destroyed. Most late game lag I have seen comes from small things not being properly cleaned and adding up over the course of a game.
Next up you can force units to only use the low detail models. This has an effect like forcing everyone to run on lower settings. That helps with graphical lag, but does nothing for ping/bandwidth related lag. It is also tedious work.
As far as I know it, there is no way to detect a lagger. You can however force it to lag. If your really dedicated, you can make a trigger that says something like, pick each player, create 500 marines for picked player at some corner of the map, and then kill them all... The massive sudden increase in units will cause whoever is lagging to either completely disconnect, or at least pop up for long enough you know who is lagging and you can remove them with some kind of vote based kicking trigger.
Lastly, and probably the greatest anti-lag countermeasure that is oddly not very well known. You can simply lower the game speed. Slower the game runs, the more time it has to do any calculations and renders and the less often it has to do it.
Maybe it's just you? I have a test map where 1 Zealot kills thousands of Marines and it hasn't even gone under 30 fps at Ultra. Core i7 mobile though.
Also, aren't you happy that they fixed the abysmal pathing that plagued WC3? Lol, Empire Builder.
But seriously, I'm interested in seeing proof of this 1.5 blunder...
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
If in doubt add a self destruct event to the actor that if certain conditions are not met it auto kills itself. Worked for my beam based power grid system.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The problem with most maps which includes a lot of units is that most editors don't make different map bounds for each part in there maps.
I did faced this problem with my map End of Dreams before but I solved it by splitting the map to a parts by just making the map get bigger each time the players complete an objective, in that way there will be less units by the time the player reach the final stage/part of the map.
Another thing that you can make with map bounds is that you can hide a place which you no longer need and use an action which will remove all terrain and texture in that part. ( This might be best for RPG maps )
Maybe this should been in trigger section.... Oh well :p
Making sure that each unit had the minimum number of actors greatly increases the speed.
In my Map i had 4096 Tree Units with 2 Actors and there Fog of War Visibility set to Snapshot
Turns out this setup created 12,288 Actors on closer inspection having your units set to Snapshot creates a Separate Actor
My Tree Unit Each had 2 Actors After Removing all connections to other actors my Tree Unit had 1 Left now
Then i Changed my Fog of War Visibility to Dimmed and it uses the same actor now
So i managed to go from 12,288 - 4096 increasing my FPS from 20-30 to 30 - 60
Wouldnt have figured it out if it wasnt for the Actor Cheat actorinfodisplay
@AstralCV:
Quote from AstralCV:
Next up you can force units to only use the low detail models. This has an effect like forcing everyone to run on lower settings. That helps with graphical lag, but does nothing for ping/bandwidth related lag. It is also tedious work.
Lastly, and probably the greatest anti-lag countermeasure that is oddly not very well known. You can simply lower the game speed. Slower the game runs, the more time it has to do any calculations and renders and the less often it has to do it.
----
Good stuff thanks.
Could you give me an example of how to lower the detail of a model in the editor. Just need one example and I'll do the tedious work.
Another lag reducer.
Most maps are set to auto save replays. Lets say you have 8 people playing and there is 800 units on screen fighting.
For each player (8 of them) data has to be sent to blizzards servers then to their computer for the replay. In a already lagged situation this just adds more net lag.
I turned it off and found a 10-20fps increase. Areas were people would be getting 10 fps are now getting 20-30 fps.
Give it a try.
Im impressed that you came back after 3 years
@Hockleberry: Go
How did you turn off Autosave Replay?
The n1 thing is map size.
Do not forget the number of polygons on used models.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@onlyleviathan: Go
http://i.imgur.com/UUhDKn3.png
I believe it is "Disable Replay Recording"
disabling replay recording didn't bring any fps to my map. i don't think it does affect map performance much.
I am curious. I've heard a lot that unit count contributes heavily to lag due to pathing calculations. Is there much validity to this? If so, would a map with simple patching (imagine a giant square, opposed to a forest) cause notably less lag?
Also to add, behavior count can add a lot to lag. Some behaviors can add a lot, but even simple ones stacked enough will lag. For example, 8000 buffs which add 1 attribute point each, will cause notable lag on a weak system, while 16000 will make a map unplayable. 1 buff with 8000 attributes will not.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
yes, i can confirm that many units that need to path across the map cause lag
If they need to path around objects, does that increase the calculation time by a notable amount? It must be a little more to navigate a maze, opposed to an open field.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
check my signature, download everything for TRD, then spawn alot units with current terrain, remove all doodads / footprint, spawn again a lot of units