The 0.001 timer was just a simplification. I know about the 1/16th limit, but I don't want to be splitting hair right now.
I just mean to say that you can execute a kiloton of stuff without loss of performance.
It's true, this is 2010 and it's extremely hard to do anything CPU intensive, but the point is that the extra latency tends to come from the average 32 MS of lag sitting on top of the 125 MS Battle.net minimum latency.
This is why I sincerely doubt this system is an improvement at all over a system that uses a looping timer with a low interval. Even events get the trigger delay from fitting into the 16 execution slots a second (I don't even know what Blizzard was thinking), so timer-driven systems will be as screwed as event-driven systems.
There's a hack/workaround to get 32 executions a second, and that's the only conceivable way I know of to make a reduced lag WASD system. And even that will only change the additional latency range from 0-62.5 to 0-31.25 MS, shaving off an average of 16 MS.
In the end, no matter what you do you're still going to be dealing with a 1/8th of a second response time. That may not seem bad, but consider that pings as low as 40 are standard for FPS games, which have lag compensation on top of that. Starcraft 2 has no lag compensation system.
I'd be very surprised if this solution is lagless.
With several players it'll still be slower than my granny, just because it uses the Key Press events. And there's no way around it.
Also, I think you're overestimating the impact of things like Camera Yaw (or functions in general), loops or timers. First of all these things don't create lag. The only thing they could do is to shortly freeze weak computers. And even that would happen only in the most extreme cases (if it could happen at all, due to the execution limit).
Galaxy is pretty gosh darn fast (compared to JASS2 lol). You could have ten 0.001 second timers in your map doing a ton of things and you still wouldn't notice the slightest thing, even with 12 players and a dog playing the map.
It is definitely a going more easy on your CPU than other movement systems do, I'll give you that. But whether it's really worth it? I doubt it.
Uhh, you can have ten 0.0000000000000000000000000000000000001 second timers simply because the minimum trigger interval is 0.0625, and all those timers will default to 0.0625.
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It's true, this is 2010 and it's extremely hard to do anything CPU intensive, but the point is that the extra latency tends to come from the average 32 MS of lag sitting on top of the 125 MS Battle.net minimum latency.
This is why I sincerely doubt this system is an improvement at all over a system that uses a looping timer with a low interval. Even events get the trigger delay from fitting into the 16 execution slots a second (I don't even know what Blizzard was thinking), so timer-driven systems will be as screwed as event-driven systems.
There's a hack/workaround to get 32 executions a second, and that's the only conceivable way I know of to make a reduced lag WASD system. And even that will only change the additional latency range from 0-62.5 to 0-31.25 MS, shaving off an average of 16 MS.
In the end, no matter what you do you're still going to be dealing with a 1/8th of a second response time. That may not seem bad, but consider that pings as low as 40 are standard for FPS games, which have lag compensation on top of that. Starcraft 2 has no lag compensation system.
Uhh, you can have ten 0.0000000000000000000000000000000000001 second timers simply because the minimum trigger interval is 0.0625, and all those timers will default to 0.0625.