I'm having an issue where my map takes significantly longer to load (1-2 minutes longer) if I use banks, but I'm having trouble figuring out how I can reduce this load time without removing the banks.
The load time issue only shows up on Arcade when a lot of players (max 11) are playing and so I can't reproduce it in the Editor's profiler testing offline.
The offending bank stores long strings hashing an id of each game played and the result of each game in an effort to produce globalized balance statistics. Ideally I want to store as many as possible, but it feels like the loading time is heavily impacted by the number of strings I store. Currently I'm storing 100 strings of length 200-300 characters, which is only 40kb per player, and increasing it to 200 adds a solid minute or two onto the load time.
If anybody knows how I might probe this issue or has a detailed understanding of how bank data is loaded, I would greatly appreciate it.
Load time data looks like this:
5 Players: 0:57, 1:01, 0:55
4 Players: 0:42, 0:46, 0:44
3 Players: 0:35, 0:33, 0:37
2 Players: 0:29, 0:28, 0:29
1 Player: 0:20, 0:21, 0:20
A typical full lobby takes anywhere from 3-5 minutes to load, and longer if someone drops at the beginning.
I am pretty sure there is a max string length per entry; maybe you are entering too many characters in a single entry? I thought it was somewhere around 100.
More importantly, that 40kb size is pretty large for a bank file. I mean, it seems small and all, but there used to be a limit of like 8KB.
The reason more players = more load is that all players need to share their bank information with each other before the game can load.
The problem is absolutely with your massive bank size, and adding more lines will only cause longer load times. If players often drop during loading, it is due to the bank size. If someone has a poor computer and fails to load within a timeframe, they get disconnected.
I'm having an issue where my map takes significantly longer to load (1-2 minutes longer) if I use banks, but I'm having trouble figuring out how I can reduce this load time without removing the banks.
The load time issue only shows up on Arcade when a lot of players (max 11) are playing and so I can't reproduce it in the Editor's profiler testing offline.
The offending bank stores long strings hashing an id of each game played and the result of each game in an effort to produce globalized balance statistics. Ideally I want to store as many as possible, but it feels like the loading time is heavily impacted by the number of strings I store. Currently I'm storing 100 strings of length 200-300 characters, which is only 40kb per player, and increasing it to 200 adds a solid minute or two onto the load time.
If anybody knows how I might probe this issue or has a detailed understanding of how bank data is loaded, I would greatly appreciate it.
Load time data looks like this:
5 Players: 0:57, 1:01, 0:55
4 Players: 0:42, 0:46, 0:44
3 Players: 0:35, 0:33, 0:37
2 Players: 0:29, 0:28, 0:29
1 Player: 0:20, 0:21, 0:20
A typical full lobby takes anywhere from 3-5 minutes to load, and longer if someone drops at the beginning.
@Luminous9:
I am pretty sure there is a max string length per entry; maybe you are entering too many characters in a single entry? I thought it was somewhere around 100.
More importantly, that 40kb size is pretty large for a bank file. I mean, it seems small and all, but there used to be a limit of like 8KB.
The reason more players = more load is that all players need to share their bank information with each other before the game can load.
The problem is absolutely with your massive bank size, and adding more lines will only cause longer load times. If players often drop during loading, it is due to the bank size. If someone has a poor computer and fails to load within a timeframe, they get disconnected.
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