What I did was reduce spawn rates over time. No more lag, less unit clumping, doesn't really affect balance as the spawn rate change is always proportional.
I like how teh spawn system work atm and dont really wanna change that at all. What i need tips about is changing core things. Like removing shadows would be such a thing, messing with collides, models etc.
I don't even know if this does anything, but I turn triggers off when they have no more purpose. Like if it's a trigger that only does one thing once I just put a "turn current trigger off" at the beginning.
Also, what about dependencies? Does a map with story & campaign lag alot more by default than one with just melee?
i know what he is talking about, i too have a map that in the end stages of it there are well over 500+ units on the board at the same time. as far as the shadows go, you can go into Map Propeties and select Options tab. there is a field that says "Static Shadow Intensity:" change this to 0 to get rid of shadows. dont know if it will help but its an option.
Edit: question: is there a way you can remove the anamations from a unit? if so that would greatly help reduce lag being less would have to be processed. personally i dont know how to do that if even possible.
One thing I did was once you make say 4 kinds of 1 unit they combime into one unit equaling the strength of those 4. It easily reduces lag and what later in the game.
Not entirely sure if this would work (and you might not like it), but if it causes a great enough of a frame rate drop, you can try just removing the unit as soon as it dies so that the death animation doesn't play. I don't know if this will actually reduce lag or how by how much if it actually does work. This relies on the fact that people would be lagging so badly that they can't tell the difference between units disappearing through death animations and just being removed from the game. I mean, if it's going to lag, you might as well take advantage of it and make your game run slightly better. ;) You can always set a condition for this so that it'll only execute if there are more than 500 units on the field or something. Again, this probably is not the best option but if you're out of ideas, why not try it?.
If you find a way to use low-poly versions of certain models (they exist), you can do a model swap with actors using a signal you send to every actor in a trigger. Be sure to check with players if that's fine with them!
i know what he is talking about, i too have a map that in the end stages of it there are well over 500+ units on the board at the same time. as far as the shadows go, you can go into Map Propeties and select Options tab. there is a field that says "Static Shadow Intensity:" change this to 0 to get rid of shadows. dont know if it will help but its an option.
This had no effect at all, not even on shadows from what i can see.
Using a lower gamespeed will help greatly with any CPU-load. You can change movespeeds/weaponspeeds etc. to compensate so the pace of the game doesn't actually play out any slower, or just set global timescale to compensate if you just want to test if it works.
Here is the Sc2mapster thread I started about this method.
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I have TUG map that in later stages have many units on the map. I need tips on how to reduce lags they cause.
Since 1.5 i can no longer disable shadows for units, i dont know why so that option is gone. Any tips i can get would be very welcome.
@Sherlia: Go
What I did was reduce spawn rates over time. No more lag, less unit clumping, doesn't really affect balance as the spawn rate change is always proportional.
I like how teh spawn system work atm and dont really wanna change that at all. What i need tips about is changing core things. Like removing shadows would be such a thing, messing with collides, models etc.
I don't even know if this does anything, but I turn triggers off when they have no more purpose. Like if it's a trigger that only does one thing once I just put a "turn current trigger off" at the beginning.
Also, what about dependencies? Does a map with story & campaign lag alot more by default than one with just melee?
What kind of units are you using? Are them fighting units or just terrain decorations? (rocks, trees, resources, etc)
Its pretty much all units from a melee game. 3v3 game.
then if you have to make the huge battle at the same time you are screwed, if you can reduce the amount of units for each fight you'll be fine
i know what he is talking about, i too have a map that in the end stages of it there are well over 500+ units on the board at the same time. as far as the shadows go, you can go into Map Propeties and select Options tab. there is a field that says "Static Shadow Intensity:" change this to 0 to get rid of shadows. dont know if it will help but its an option.
Edit: question: is there a way you can remove the anamations from a unit? if so that would greatly help reduce lag being less would have to be processed. personally i dont know how to do that if even possible.
One thing I did was once you make say 4 kinds of 1 unit they combime into one unit equaling the strength of those 4. It easily reduces lag and what later in the game.
Not entirely sure if this would work (and you might not like it), but if it causes a great enough of a frame rate drop, you can try just removing the unit as soon as it dies so that the death animation doesn't play. I don't know if this will actually reduce lag or how by how much if it actually does work. This relies on the fact that people would be lagging so badly that they can't tell the difference between units disappearing through death animations and just being removed from the game. I mean, if it's going to lag, you might as well take advantage of it and make your game run slightly better. ;) You can always set a condition for this so that it'll only execute if there are more than 500 units on the field or something. Again, this probably is not the best option but if you're out of ideas, why not try it?.
You could also try tweaking the camera Far Z.
If you find a way to use low-poly versions of certain models (they exist), you can do a model swap with actors using a signal you send to every actor in a trigger. Be sure to check with players if that's fine with them!
Interesting ideas, keep em coming, i bet this helps way more ppl then just me :)
Removing the unit apon death make it better by 1-2 fps
This had no effect at all, not even on shadows from what i can see.
Using a lower gamespeed will help greatly with any CPU-load. You can change movespeeds/weaponspeeds etc. to compensate so the pace of the game doesn't actually play out any slower, or just set global timescale to compensate if you just want to test if it works.
Here is the Sc2mapster thread I started about this method.