BTW game speed should seriously be set in the map varient file for online stuff.. Changing speed mid game "MAY" cause desyncs depending on the players computers/ internet connections/ and what is occuring in the map when the speed change is applied.
Setting game speed in a trigger for LOCAL testing works very well.
I only use normal speed. This is how it should be done. If you do it otherwise I probably would point at you and laugh.
You seem to have misinterpreted the whole point of the discussion. We want to lower game speed because it can reduce CPU load due to less game frames happening per real second. However we do not want to change the rate that the game plays out. ie, We do not want units to move or attack any faster or slower. Thus we must compensate for all the timing changes that lowering the game speed will bring about.
So how do you change anything .... by lowering the game speed and then speeding everything up manually......
CPU load should not be an issue at normal speed. Some of the code I'm running on a 0 second periodic event would knock your socks off. And I can manage to keep it running smoothly if I keep my code efficient.
If game speed is set to normal you shouldn't need to speed anything up.....
You will see no benefit from lowering game speed below normal. Unless your map really has that much shit going on. In which case I would assume that if your map needs to run slower then normal.... your triggers running in the back ground are probably horribly coded and are generate too many actions for what is trying to be accomplished.....
It might be beneficial to run slower then normal if your map has like over a couple thousand units running around but..... I doubt that's the case.
Game speed does not simply control how fast the game plays out- it also affects how often SC2 must calculate a game frame. A game frame happens every 0.0625 GAME TIME seconds. Less game frames => Less CPU load. By lowering game speed we seek to increase the coarseness with which SC2 divides up time. However lowering game speed also slows down the game, so we speed it back up manually. I don't know how much simpler I can explain this...
I included a test map which demonstrates that this method works for loads just consisting of lots of units pathing. The test map has no significant background triggers. It just spawns units periodically(real time). Indeed there is no reason to think this would help at all for CPU-load caused by triggers. If for some reason you don't believe what I am saying, please examine the test map on low settings and monitor your frame rate as the map transitions to slower speed.
Also I agree that normal is a good speed to run at. But I think this is so because the coarseness with which it divides time up offers a good balance of smoothness and low load. I strongly encourage map makers to generally use normal speed and for only the most unit-intensive maps to use slow speed. I recommend against any map using slower.
Faster is the default speed, so most maps are not running on normal. Moreover most people have been operating under the assumption that game speed does nothing more than control the rate the game plays at. Thus they have seen no reason to switch off the default. It is my hope that some of them see this thread and learn otherwise.
@SupaCats: Go
You could change all your units' (unless they are too many) speed using Set Catalog Field Value.
BTW game speed should seriously be set in the map varient file for online stuff.. Changing speed mid game "MAY" cause desyncs depending on the players computers/ internet connections/ and what is occuring in the map when the speed change is applied.
Setting game speed in a trigger for LOCAL testing works very well.
I only use normal speed. This is how it should be done. If you do it otherwise I probably would point at you and laugh.
So how do you change anything .... by lowering the game speed and then speeding everything up manually......
CPU load should not be an issue at normal speed. Some of the code I'm running on a 0 second periodic event would knock your socks off. And I can manage to keep it running smoothly if I keep my code efficient.
If game speed is set to normal you shouldn't need to speed anything up.....
You will see no benefit from lowering game speed below normal. Unless your map really has that much shit going on. In which case I would assume that if your map needs to run slower then normal.... your triggers running in the back ground are probably horribly coded and are generate too many actions for what is trying to be accomplished.....
It might be beneficial to run slower then normal if your map has like over a couple thousand units running around but..... I doubt that's the case.
@SouLCarveRR: Go
Game speed does not simply control how fast the game plays out- it also affects how often SC2 must calculate a game frame. A game frame happens every 0.0625 GAME TIME seconds. Less game frames => Less CPU load. By lowering game speed we seek to increase the coarseness with which SC2 divides up time. However lowering game speed also slows down the game, so we speed it back up manually. I don't know how much simpler I can explain this...
I included a test map which demonstrates that this method works for loads just consisting of lots of units pathing. The test map has no significant background triggers. It just spawns units periodically(real time). Indeed there is no reason to think this would help at all for CPU-load caused by triggers. If for some reason you don't believe what I am saying, please examine the test map on low settings and monitor your frame rate as the map transitions to slower speed.
Also I agree that normal is a good speed to run at. But I think this is so because the coarseness with which it divides time up offers a good balance of smoothness and low load. I strongly encourage map makers to generally use normal speed and for only the most unit-intensive maps to use slow speed. I recommend against any map using slower.
Faster is the default speed, so most maps are not running on normal. Moreover most people have been operating under the assumption that game speed does nothing more than control the rate the game plays at. Thus they have seen no reason to switch off the default. It is my hope that some of them see this thread and learn otherwise.