Hello everybody, I am currently working on a map that uses all of the new heart of the swarm campaign dependencies.
I was testing the game the other day and one of my allies decided to max their army on raptors. It turns out, he destroys the entire enemy's base on max upgrades, with max population raptors, and through a lot of lag, and I have a good computer.
I can see that cliff jumping, leaping, and detailed flapping wings would all lag the game, but it made me realize that this also includes swarmlings, hunter banelings, and splitter banelings. Swarmlings make 3 instead of two and are almost as detailed. Jumping banelings are just as laggy as flapping zerglings. Splitter banelings make 4 or so little banelings when they die.
I would like to keep the functionality of the units, but I'd also like to reduce the lag, both as much as possible.
Well, I wasn't really serious, but I am not sure, what you can actually do about it. Did you test further, what exactly causes the lag? The models? The cliff jumping stuff? Or just the sheer amount of units? Did you try to reduce specific graphics settings? If its caused by something specific, you can probably counteract it. If you are lucky, something minor like deactivating shadows for zerglings could help.
I only had it happen once, so I didn't test it much, but the lag wasn't just me, everybody in that game lagged, all 8 of them. I think it could very well be the shear amount of zerglings leaping at the same time over cliffs and towards enemies.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello everybody, I am currently working on a map that uses all of the new heart of the swarm campaign dependencies.
I was testing the game the other day and one of my allies decided to max their army on raptors. It turns out, he destroys the entire enemy's base on max upgrades, with max population raptors, and through a lot of lag, and I have a good computer.
I can see that cliff jumping, leaping, and detailed flapping wings would all lag the game, but it made me realize that this also includes swarmlings, hunter banelings, and splitter banelings. Swarmlings make 3 instead of two and are almost as detailed. Jumping banelings are just as laggy as flapping zerglings. Splitter banelings make 4 or so little banelings when they die.
I would like to keep the functionality of the units, but I'd also like to reduce the lag, both as much as possible.
How can I fix this? Suggestions?
reduce max supply cap to 20.
That might mess up the balance of the map, a lot, since I have units that take 10 supply, but reducing supply cap is an option.
I'll think about it....
Any other suggestions?
Well, I wasn't really serious, but I am not sure, what you can actually do about it. Did you test further, what exactly causes the lag? The models? The cliff jumping stuff? Or just the sheer amount of units? Did you try to reduce specific graphics settings? If its caused by something specific, you can probably counteract it. If you are lucky, something minor like deactivating shadows for zerglings could help.
I only had it happen once, so I didn't test it much, but the lag wasn't just me, everybody in that game lagged, all 8 of them. I think it could very well be the shear amount of zerglings leaping at the same time over cliffs and towards enemies.