Most maps are set to auto save replays. Lets say you have 8 people playing and there is 800 units on screen fighting.
For each player (8 of them) data has to be sent to blizzards servers then to their computer for the replay. In a already lagged situation this just adds more net lag.
I turned it off and found a 10-20fps increase. Areas were people would be getting 10 fps are now getting 20-30 fps.
Next up you can force units to only use the low detail models. This has an effect like forcing everyone to run on lower settings. That helps with graphical lag, but does nothing for ping/bandwidth related lag. It is also tedious work.
Lastly, and probably the greatest anti-lag countermeasure that is oddly not very well known. You can simply lower the game speed. Slower the game runs, the more time it has to do any calculations and renders and the less often it has to do it.
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Good stuff thanks.
Could you give me an example of how to lower the detail of a model in the editor. Just need one example and I'll do the tedious work.
1. Blizzard - They introduced a 10x slowdown of many arcade maps with patch 1.5? June 2012. They have never recovered from that blunder. Does anyone know exactly what happened? Some point to the new data streaming. All I know is I use to get 10 fps with 1000 units on ULTRA, after that patch I get 1 fps on Medium and .00? on ultra. There is no computer made that can over come 10x reduction.
2. Too many unit animations.
3. Looping triggers
Here are a few things that can be done to try to get the 10x Blizzard reduction back.
- Trigger to reduce graphics after a certain round or x amount of units on field ie. Actor - Kill all particles
Actor - Remove death models in region Entire Field, Animation - Clear all animation properties for (Actor for (picked unit))
- Finding out which missiles or projectiles are lagging the game and replace or remove them. Some can really kill the performance.
- Force all players to run on medium settings (I wish this could be done)
- Kick player that lags - blizz does this for us but I wish there was a way to take that control away from them.
- Go to each individual unit and make it low rez with few animations (arghhhhh, there has to be a better way)
I HATE LAG, there should be a bounty on laggers, an open hunting season for them.
Anyone out there have some good lag reducing tips for tug maps with 1000 units I would appreciate it.
Thanks!
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Another lag reducer.
Most maps are set to auto save replays. Lets say you have 8 people playing and there is 800 units on screen fighting.
For each player (8 of them) data has to be sent to blizzards servers then to their computer for the replay. In a already lagged situation this just adds more net lag.
I turned it off and found a 10-20fps increase. Areas were people would be getting 10 fps are now getting 20-30 fps.
Give it a try.
@AstralCV:
Quote from AstralCV:
Next up you can force units to only use the low detail models. This has an effect like forcing everyone to run on lower settings. That helps with graphical lag, but does nothing for ping/bandwidth related lag. It is also tedious work.
Lastly, and probably the greatest anti-lag countermeasure that is oddly not very well known. You can simply lower the game speed. Slower the game runs, the more time it has to do any calculations and renders and the less often it has to do it.
----
Good stuff thanks.
Could you give me an example of how to lower the detail of a model in the editor. Just need one example and I'll do the tedious work.
Lag creators that ruine your sc2 map.
1. Blizzard - They introduced a 10x slowdown of many arcade maps with patch 1.5? June 2012. They have never recovered from that blunder. Does anyone know exactly what happened? Some point to the new data streaming. All I know is I use to get 10 fps with 1000 units on ULTRA, after that patch I get 1 fps on Medium and .00? on ultra. There is no computer made that can over come 10x reduction.
2. Too many unit animations.
3. Looping triggers
Here are a few things that can be done to try to get the 10x Blizzard reduction back.
- Trigger to reduce graphics after a certain round or x amount of units on field ie. Actor - Kill all particles Actor - Remove death models in region Entire Field, Animation - Clear all animation properties for (Actor for (picked unit))
- Finding out which missiles or projectiles are lagging the game and replace or remove them. Some can really kill the performance.
- Force all players to run on medium settings (I wish this could be done)
- Kick player that lags - blizz does this for us but I wish there was a way to take that control away from them.
- Go to each individual unit and make it low rez with few animations (arghhhhh, there has to be a better way)
I HATE LAG, there should be a bounty on laggers, an open hunting season for them.
Anyone out there have some good lag reducing tips for tug maps with 1000 units I would appreciate it.
Thanks!