If a map has a large sum of units spawn throughout the duration of the game, and all of these units have "Revivable" checked in flags could this cause lag? Such as EXTREME frame drops during online only games, and also about an hour to an hour and a half into the game?
Probably not, probably some other trigger running for each unit that dies, I'll test it right now and post the result soon'ish :)
EDIT: Well, exactly as I said.
I did a simple test, and it is: Create 10000 (yes, ten milions) of marines and kill it. Obvious it lag because the engine can't handle so much unit at time (actually it can, and handled it O_o), but after all the unit is killed and all the corps is in the ground, it stay with 5 fps till the corps start to dissipate (well, not exactly when start, but after some 5-10 seconds, probably because of the animation, it is fully removed from the game) my fps restored to 100%.
If you want, fell free to test this:
--------------
General - Pick each integer from 1 to 10000, and do (Actions)
Unit - Create 1 Marine for player 1 at (Center of (Entire map)) using default facing (No Options)
Well the thing is, when i say large sum of units, i mean around 300-400 consistently. Not 10000 in a split second. During the late-game time there is a bit more lag when the units arrive at the defense point and the corpses lay everywhere. However, after the corpses vanish there is still lag. In some really bad cases the lag has gotten to less then 1 FPS and we had to leave the game. I've used a map vision command to look around and there aren't tons of units backed up anywhere. This lag is caused by something that cant be seen. The reason i suspected the Revivable flag is because it seems like it would keep a "shadow" of the unit so it can be brought back to life, either way i'm turning this flag off because i'm convinced this can cause at least SOME lag.
Well, marine by default use that flag, and probably a lot more unit do as well, so nothing wrong with it.
I'm still with the fact that is something wrong with other things that detect when unit die.
PS: just because you 'do not see the corps' it doesn't mean that there's no corps, as I said before, it takes some time (seconds) till the unit is completely removed from the game (the corps was not on the ground anymore).
I've disabled 6 triggers than check for when units die, but their actions were moved to another trigger that also checks when the units dies. Same amount of actions/conditions but less triggers firing at once. We'll see if that solves anything, but I've also made several other changes in hopes to optimize the game so if the lag stops during the next test i can do, then its one of the things that was changed.
It's very possible that later in the game the death toll can rise into the thousands. Late game waves can consist of 60-80+ units and the waves come every minute.
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If a map has a large sum of units spawn throughout the duration of the game, and all of these units have "Revivable" checked in flags could this cause lag? Such as EXTREME frame drops during online only games, and also about an hour to an hour and a half into the game?
Probably not, probably some other trigger running for each unit that dies, I'll test it right now and post the result soon'ish :)
EDIT: Well, exactly as I said.
I did a simple test, and it is: Create 10000 (yes, ten milions) of marines and kill it. Obvious it lag because the engine can't handle so much unit at time (actually it can, and handled it O_o), but after all the unit is killed and all the corps is in the ground, it stay with 5 fps till the corps start to dissipate (well, not exactly when start, but after some 5-10 seconds, probably because of the animation, it is fully removed from the game) my fps restored to 100%.
If you want, fell free to test this:
--------------General - Pick each integer from 1 to 10000, and do (Actions)
Unit - Create 1 Marine for player 1 at (Center of (Entire map)) using default facing (No Options)
Unit - Kill (Last created unit)
Well the thing is, when i say large sum of units, i mean around 300-400 consistently. Not 10000 in a split second. During the late-game time there is a bit more lag when the units arrive at the defense point and the corpses lay everywhere. However, after the corpses vanish there is still lag. In some really bad cases the lag has gotten to less then 1 FPS and we had to leave the game. I've used a map vision command to look around and there aren't tons of units backed up anywhere. This lag is caused by something that cant be seen. The reason i suspected the Revivable flag is because it seems like it would keep a "shadow" of the unit so it can be brought back to life, either way i'm turning this flag off because i'm convinced this can cause at least SOME lag.
Well, marine by default use that flag, and probably a lot more unit do as well, so nothing wrong with it.
I'm still with the fact that is something wrong with other things that detect when unit die.
PS: just because you 'do not see the corps' it doesn't mean that there's no corps, as I said before, it takes some time (seconds) till the unit is completely removed from the game (the corps was not on the ground anymore).
I've disabled 6 triggers than check for when units die, but their actions were moved to another trigger that also checks when the units dies. Same amount of actions/conditions but less triggers firing at once. We'll see if that solves anything, but I've also made several other changes in hopes to optimize the game so if the lag stops during the next test i can do, then its one of the things that was changed.
No. Stationary (eg dead) units cause almost no lag until you get into the 4 digits.
Note that reviviable does nothing unless a unit has a non-zero "Death Time". Make sure that if you do use a Death Time, that it is a reasonable value.
It's very possible that later in the game the death toll can rise into the thousands. Late game waves can consist of 60-80+ units and the waves come every minute.