The lag portion of Ultimate Tank Defense has very little to do with unit speed. Its the number of particle animations that are occuring at that stage of the game. 4-8 tanks per person, 12-20 troops per tank, with probably 3-6 variety in each. With each attack probably having 100's, if not thousands of moving particles, which you then multiply by the number of different types of attacks going on (even though stacking has 1 animation, its still different with several units), so 1,000 particles per attack x 960-5,000? attacks happening.... And thats just offensive, not even counting the incoming creature animations (its the size of the waves, 150-200 units, each with several hundred moving particle animations...).
For the most part, that rendering lag goes away on the final boss wave, since there are fewer monsters to animate, with same number of attack animations.
It just pushes the limits of the slower players computers, which slow everyone else down as well....
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@scmmreynolds: Go
The lag portion of Ultimate Tank Defense has very little to do with unit speed. Its the number of particle animations that are occuring at that stage of the game. 4-8 tanks per person, 12-20 troops per tank, with probably 3-6 variety in each. With each attack probably having 100's, if not thousands of moving particles, which you then multiply by the number of different types of attacks going on (even though stacking has 1 animation, its still different with several units), so 1,000 particles per attack x 960-5,000? attacks happening.... And thats just offensive, not even counting the incoming creature animations (its the size of the waves, 150-200 units, each with several hundred moving particle animations...).
For the most part, that rendering lag goes away on the final boss wave, since there are fewer monsters to animate, with same number of attack animations. It just pushes the limits of the slower players computers, which slow everyone else down as well....