Aye never really noticed that particular chunk of the video in that light before but yah the data one does seem to keep with the keys a little better, that could also just be me accidentally hitting up two keys at once as well. Was trying to avoid the SE/NE/SW/NW directions due to the data editor version being unable to cope with them. The map that first video comes from is the SCCAP - Infernal, it was in very early testing stages and I'm still tweaking that engine quite a bit but I intend to release the entire cabunk in soon as I'm satisfied with it all. Better details about the project are here: http://forums.sc2mapster.com/resources/project-workplace/11622-release-sc-capture-assault-pwn-infernal/
Wish I'd kept that map from the comparison in one state or another, unfortunately while the thing is still in my published list on the NA region its private and likely I'd set it locked , it really wouldn't be that hard to reproduce it though, essentially take the map Programmer provided and import a trigger based wasd library and then disable the abilities of one of the units/config it to use the trigger one.
Does any unit gain the abilities of a unit with a command card ability by being in the same group? Same deal. And yah I didn't edit any of the move offsets between them either since it was irrelevant, the key factor is when I pressed a key how quickly would each change directions and far as I can tell it was identical reaction time.
...and you realize that the reason I picked each individually at the start was to show that the one on the right has its data command card abilities disabled and is instead being powered by the trigger based method?
awe crap its long gone from my feed of files but I'm going to take a guess and assume it'd react the same way regardless of how many units are involved. From what I understand of the starcraft engine the unit maneuvers and well everything with the engine has been designed in a fashion that's able to ignore system/CPU/network lag and continue on its job regardless of those factors. So yah you'd get the same reactions from 1 or 1000.
Was just too curious so here's another video link: Data vs Trigger
On the left we have one controlled by the data method, on the right we have one bound with rrowland's trigger method and its data abilities disabled via trigger at map init. I made sure not to try any of the diagonal directions to avoid any current short comings of the data system's axis of movement. Here's the uncut raw results from 2 minutes on battle net:
Well I got 8 way working consistently but I used a hybrid of two systems. Four buttons, 8x of everything else using combined validators but I didn't use any of the behavior removal methods and instead used a good ol key-up event to remove the four cardinal direction behaviors. This method worked perfectly in the editor test doc and I'm pretty confident that movement felt more responsive in battle net as well, but yah there is no concrete way to measure it. My gamble is that perhaps while key-down is broadcast to all clients and synced perhaps key-up is ignored for the usually insignificant thing that it is, also that people care more about how fast their unit starts moving rather then stops. I can say that movement responses were higher then my mouse clicks (the non-bouncing laser in the clip below is just a straight call to a persistent effect so it ignores any issue order conflicts).
Demo clip of single user in battle net performance:
As you can see I really rough-shot it, no button icons and didn't bother hiding the direction behaviors so they're cycling rapidly on the status card and making that annoying sound.
Further ED: I switched the same map back over to trigger based key down/key up...and it felt the same trying it again on battle net, darn.