We all know the game starts to lag hard once you have more than 150-250 units on the map (depending on your computer). Is there a way to reduce this by simplifying a model into fewer polygons, ie, making a unit appear as if it was on "low" settings? Is this possible?
Not sure you can order the engine to impose such an injunction but if i was any good that is where i would start with:
trigger ordering all units to "revert to their low setting" version (in the data module there is such a field "low model").
Each unit displays a model, if all the models called upon are such (low poly that you would have imported) then you have what you want.
i dont think them odel is a problem, but sending a signal to all unit models isnt either. on signal event, do a model swap action. but the lag comes from calculating vision and pathing for each unit, unless oyu have 150 on one screen.
I have a map in which there are about 300 units constantly moving around at all times and it lags only when all those units are grouped together and move in to move/attack same location. In other words when they all path next to each other the fps drop occurs.
We all know the game starts to lag hard once you have more than 150-250 units on the map (depending on your computer). Is there a way to reduce this by simplifying a model into fewer polygons, ie, making a unit appear as if it was on "low" settings? Is this possible?
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Not sure you can order the engine to impose such an injunction but if i was any good that is where i would start with: trigger ordering all units to "revert to their low setting" version (in the data module there is such a field "low model").
Each unit displays a model, if all the models called upon are such (low poly that you would have imported) then you have what you want.
You could use only actors instead of units.
i dont think them odel is a problem, but sending a signal to all unit models isnt either. on signal event, do a model swap action. but the lag comes from calculating vision and pathing for each unit, unless oyu have 150 on one screen.
Yeah, what funky says.
I have a map in which there are about 300 units constantly moving around at all times and it lags only when all those units are grouped together and move in to move/attack same location. In other words when they all path next to each other the fps drop occurs.
http://www.sc2mapster.com/forums/development/map-development/41533-gamespeed-and-lag-framerate/
This is the only thing I can recommend.