Baltazhar
Active Member
- Reaction score
- 55
I am currently making a map that requires up to 600 units at once. Most games would be around 400 though, but there is a possibility for the host to choose additional creeps.
Anyway, there are several complaints from ours trusty beta testers, about lag. So, I've digged a little around to find 'the' perfect way to reduce this. A quick test of the Frames Per Second ingame would show 65 to begin with, and it would slowly fall to around 18 FPS at the end of the game, on a 3Ghz/4GbRAM/1GbGFXcard comp. A game lasts around 15-20 minutes.
So far I've quickly looked through my triggers (around 100 of them so far), and checked for leaks. I can't rule out that there are one here and there, but the allover picture is leak free.
Then, someone suggested to look at the models used. Currently we use the Gnoll and Kobold model (max is 300 of each).
As a test we replaced them with penguins and seals (critters), and the lag improved a lot, so this led the thought onto modelling and polygons. I have removed all unneeded animations from the Gnoll and Kobold unit, and imported them into the map, to try to prevent the massive unit count from lagging.
So, my questions are the following:
1: Are the critter models running more smoothly because they are lowpoly, as where the e.g. Gnolls are higher poly?
2: What should the poly count be on the Gnolls/Kobolds if this map were to run on e.g. 2Ghz, 1GbRAM, 256MbGFXcard?
3: What is the poly count on the Gnoll/Kobold units per default? - Just if anyone knows, or know how I can find it.
4: Does the above description with decreasing FPS fit an explanation where the polycount is the crook?
I have absolutely no idea about what modelling really is. Searched and read a few topics and tutorials, but it didn't give me a concrete response.
Thanks in advance,
Baltazhar
Anyway, there are several complaints from ours trusty beta testers, about lag. So, I've digged a little around to find 'the' perfect way to reduce this. A quick test of the Frames Per Second ingame would show 65 to begin with, and it would slowly fall to around 18 FPS at the end of the game, on a 3Ghz/4GbRAM/1GbGFXcard comp. A game lasts around 15-20 minutes.
So far I've quickly looked through my triggers (around 100 of them so far), and checked for leaks. I can't rule out that there are one here and there, but the allover picture is leak free.
Then, someone suggested to look at the models used. Currently we use the Gnoll and Kobold model (max is 300 of each).
As a test we replaced them with penguins and seals (critters), and the lag improved a lot, so this led the thought onto modelling and polygons. I have removed all unneeded animations from the Gnoll and Kobold unit, and imported them into the map, to try to prevent the massive unit count from lagging.
So, my questions are the following:
1: Are the critter models running more smoothly because they are lowpoly, as where the e.g. Gnolls are higher poly?
2: What should the poly count be on the Gnolls/Kobolds if this map were to run on e.g. 2Ghz, 1GbRAM, 256MbGFXcard?
3: What is the poly count on the Gnoll/Kobold units per default? - Just if anyone knows, or know how I can find it.
4: Does the above description with decreasing FPS fit an explanation where the polycount is the crook?
I have absolutely no idea about what modelling really is. Searched and read a few topics and tutorials, but it didn't give me a concrete response.
Thanks in advance,
Baltazhar