Basicly... I have a lot of cubes being created on my map... these cubes don't have animations and yet they make me lag after like 400 cubes... Any clues on how I can reduce the lag? Turning fog of war on didn't help any.
Wow, not make as many cubes.. genius.. why didn't I think of that? ... Think before you post please... And yeah, frame rates, lag, same thing in my book. Different causes, but same idea. I got a fine video card and I don't want to rely on users to change their settings for my map... The terrain is blank... and also 400 x 8(?) more polygons shouldn't be doing dilly squat. I have seen real units not lag til you get like 300+ at least.
Cubes are from the campaign.
I think it's doodads (or units) > shapes > cube
Also, how big are they? Poly count has more of an impact if each poly is huge.
Depending on how your map is structured, you could try pulling back the z depth cutoff in the camera. Do this for the shadow buffer too, that's a big performance hog.
Also when people are trying to help you, insulting them is the last thing you want to do. "Think before you post please". Well if you're so fucking smart then why are you coming to us for help... GENIUS...
They are units, but I only have them as units so I can put them in a group and find the closest unit to my unit. Idk much about actors, so I don't know how/if I can do that with just actors using some other method, any ideas? They are size 1,1,1. Not very big. If i'm following on the Z, then I can't do that cause it uses all 3 directions on the camera.
Wow? Really? I'm sorry if he thinks I wanted him to tell me what I told him... I EVEN EDITED THAT TO MAKE IT SEEM LESS LIKE AN INSULT! So before you go around insulting me for telling someone to have a little sense before wasting my time, his time, and every one who reads this forums time, think yourself a little. Just because it doesn't sound like the nicest thing, doesn't mean it's a insult. All I did was point out that saying the issue is the cubes when I stated that my self was just... well you obviously know, I hope.
What are you doing with the cubes? There could be a better way to do it that doesn't involve making 400-some units. Like s3rius said, just using actors instead of units might help.
Yeah, I'm all for actors, but I have no clue how to make it so if my unit comes within range of an actor, he dies. Well... I got an idea, but I'm sure there may be a better one, any clue how one could do it? The idea I have with it is 2 things... 1 either a aura that gives a buff... (I think auras lag more tho?) Or I can save The coordinate and check my guys coordinates to see if they match at any time to kill him, or maybe do a point thing... But I still think there is a better way that I don't know about because I'm a noob with the data editor. Anyway, I'm making a tron map. Other then modes and maybe some graphics or something, the game is finished. I have reduced the map to like (don't quote me) 40x40 and with that amount the lag isn't to bad until you start running out of space. I'm not sure if I can have team play with that size of a map tho (Maybe, maybe not).
Shaders are what casues the most stress on graphics. Some units use alot more then other. 500 SCV's uses a hell of alot more shaders then 500 supply depots.
So basicly, create a rect using coordinates whenever I create an actor and use a event so if a unit enters that rect they die? If i'm correct, then how do I do a event to correspond with that?
Thanks.
BudSMoken, any clue if actors shade less or anything then? Or how I can tell how much my current unit I'm using shades? Also any clue if it's hard to make a unit with less shading?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Basicly... I have a lot of cubes being created on my map... these cubes don't have animations and yet they make me lag after like 400 cubes... Any clues on how I can reduce the lag? Turning fog of war on didn't help any.
Simple, don't have 400 cubes on your map. Anything else thats on your map that could cause lag? Lot's of foliage can cause lag easily.
@Skittles17: Go
For one thing, you're not experiencing lag, you're experiencing a frame rate drop. Lag is network related. Frame rate drops are graphical.
You could either turn down your graphics settings, get a better video card, or just not make so many cubes.
@shardfenix: Go
what are cubes?
Wow, not make as many cubes.. genius.. why didn't I think of that? ... Think before you post please... And yeah, frame rates, lag, same thing in my book. Different causes, but same idea. I got a fine video card and I don't want to rely on users to change their settings for my map... The terrain is blank... and also 400 x 8(?) more polygons shouldn't be doing dilly squat. I have seen real units not lag til you get like 300+ at least.
Cubes are from the campaign. I think it's doodads (or units)
> shapes> cubeThanks for the reply
@Skittles17: Go
Yeah this happens with minerals too. I once tried to create a Cat n Mouse map, this stopped me.
Are you creating the cubes as units, doodads or actors?
If you don't have to interact with them it might help creating them as actors only.
Also, how big are they? Poly count has more of an impact if each poly is huge.
Depending on how your map is structured, you could try pulling back the z depth cutoff in the camera. Do this for the shadow buffer too, that's a big performance hog.
Also when people are trying to help you, insulting them is the last thing you want to do. "Think before you post please". Well if you're so fucking smart then why are you coming to us for help... GENIUS...
@LazyCoder: Go
They are units, but I only have them as units so I can put them in a group and find the closest unit to my unit. Idk much about actors, so I don't know how/if I can do that with just actors using some other method, any ideas? They are size 1,1,1. Not very big. If i'm following on the Z, then I can't do that cause it uses all 3 directions on the camera.
Wow? Really? I'm sorry if he thinks I wanted him to tell me what I told him... I EVEN EDITED THAT TO MAKE IT SEEM LESS LIKE AN INSULT! So before you go around insulting me for telling someone to have a little sense before wasting my time, his time, and every one who reads this forums time, think yourself a little. Just because it doesn't sound like the nicest thing, doesn't mean it's a insult. All I did was point out that saying the issue is the cubes when I stated that my self was just... well you obviously know, I hope.
Thanks for the posts.
What are you doing with the cubes? There could be a better way to do it that doesn't involve making 400-some units. Like s3rius said, just using actors instead of units might help.
@Grogian: Go
Yeah, I'm all for actors, but I have no clue how to make it so if my unit comes within range of an actor, he dies. Well... I got an idea, but I'm sure there may be a better one, any clue how one could do it? The idea I have with it is 2 things... 1 either a aura that gives a buff... (I think auras lag more tho?) Or I can save The coordinate and check my guys coordinates to see if they match at any time to kill him, or maybe do a point thing... But I still think there is a better way that I don't know about because I'm a noob with the data editor. Anyway, I'm making a tron map. Other then modes and maybe some graphics or something, the game is finished. I have reduced the map to like (don't quote me) 40x40 and with that amount the lag isn't to bad until you start running out of space. I'm not sure if I can have team play with that size of a map tho (Maybe, maybe not).
Thanks.
@Skittles17: Go
You could create a region for each player and add rects to them, the actors would be just for show. Not sure if this would be better for lag or not.
Edit: Or even just one region for all players if you don't care about who got the kill.
Shaders Shaders Shaders Shaders.....
Shaders are what casues the most stress on graphics. Some units use alot more then other. 500 SCV's uses a hell of alot more shaders then 500 supply depots.
@Grogian: Go
So basicly, create a rect using coordinates whenever I create an actor and use a event so if a unit enters that rect they die? If i'm correct, then how do I do a event to correspond with that?
Thanks.
BudSMoken, any clue if actors shade less or anything then? Or how I can tell how much my current unit I'm using shades? Also any clue if it's hard to make a unit with less shading?