If there were no visuals involved, I hardly had any issues with FPS drops, even when involving hundreds of different behaviors, effects etc. on thousands of units.
If there were no visuals involved, I hardly had any issues with FPS drops, even when involving hundreds of different behaviors, effects etc. on thousands of units.
How did you realize your aura?
See, I concur with this, but Blizzard "fixed" the mothership cloak aura to cause "less delay". I'm wondering if certain systems can't cope with auras?
It purely is a computational issue unless your graphics card is croaking. It all boils down to the number of Create Persistent effects and Timer Set actor events being used per second. Also if there are any visuals Model type actors created the number of polygons on them can contribute.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Thanks. The PC rig is very smooth with 800+ units moving around.
It's only when I get 15+ units stepping into the Degen Aura (aura that removes health per second) the unit movement & animation becomes disjointed/jagged instead of smooth. I'll get an example tonight and upload to youtube and more from the data editor.
Note:I haven't created any visual effects for this aura.
i doesn't matter if it removes health or shoots pink ponies. The issues is 99% from the the mechanic running it. If you did any small mistake like some search area triggering itself etc (the loop) it will lag.
Hi Guys,
I was wondering if anyone has played around with some auras and noticed FPS lag while testing ?
Example Aura; Removes 10 health per 5 seconds from all enemy units nearby.
When there's about 15 units losing 10 health the FPS rate drops and you notice unit movement lag.
Any ideas?
Cheers,
If there were no visuals involved, I hardly had any issues with FPS drops, even when involving hundreds of different behaviors, effects etc. on thousands of units.
How did you realize your aura?
See, I concur with this, but Blizzard "fixed" the mothership cloak aura to cause "less delay". I'm wondering if certain systems can't cope with auras?
My example http://www.galaxywiki.net/Creating_an_Aura_Spell
Try it out . If it's not occurring for you then it could be just me ?
Thanks,
Sorry to say, but it's going to be just you.
Did you test the example Or do you have an example I can test?
Regards,
It purely is a computational issue unless your graphics card is croaking. It all boils down to the number of Create Persistent effects and Timer Set actor events being used per second. Also if there are any visuals Model type actors created the number of polygons on them can contribute.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Thanks. The PC rig is very smooth with 800+ units moving around.
It's only when I get 15+ units stepping into the Degen Aura (aura that removes health per second) the unit movement & animation becomes disjointed/jagged instead of smooth. I'll get an example tonight and upload to youtube and more from the data editor.
Note:I haven't created any visual effects for this aura.
Cheers,
i doesn't matter if it removes health or shoots pink ponies. The issues is 99% from the the mechanic running it. If you did any small mistake like some search area triggering itself etc (the loop) it will lag.
@Nerfpl: Go
Maybe this is why. The loop thing your talking about. I have it to occur every 1 second ATM but that being said I could have done it wrong.
Thanks
I tested it out. I had mine trigger ever 0.0625 seconds. I had 40 units losing health rapidly, set them on Patrol, no lag/issues at all.
Good stuff BorgDragon and thank you for confirming.
I'll hit the data editor again and see what I've done wrong.
Hi Guys,
Based on Nerfpl answer and BorgDragon's test - it seems I must of had the aura looping!!
I haven't changed much except the duration and period times but it seems to be working now without lag.
Thanks,