Avoid using events that occur very often. ie avoid 'Any unit dies', 'Any unit is issued an order to attack', etc. This may require some creativity.
You can test if actors are destroyed properly by using 'ActorInfoDisplay' when testing your map.
If your map has very large numbers of units:
Use Slow(but probably not Slower) Gamespeed.
Disabling blob shadows for each unit will lower the number of actors used for people who have to run on low graphics. I have lowered my graphics down to low and had my FPS drop simply because the game now had to keep track of a blob shadow actor for each unit.
Be conscious of the vertex/poly count of the models you are using. Zerglings are 5.5x less detailed than ultralisks for a good reason. Use less detailed models for the unit types you make swarms of.
Avoid using events that occur very often. ie avoid 'Any unit dies', 'Any unit is issued an order to attack', etc. This may require some creativity.
You can test if actors are destroyed properly by using 'ActorInfoDisplay' when testing your map.
If your map has very large numbers of units:
Use Slow(but probably not Slower) Gamespeed.
Disabling blob shadows for each unit will lower the number of actors used for people who have to run on low graphics. I have lowered my graphics down to low and had my FPS drop simply because the game now had to keep track of a blob shadow actor for each unit.
Be conscious of the vertex/poly count of the models you are using. Zerglings are 5.5x less detailed than ultralisks for a good reason.
One issue that almost nobody knows about is the fact that very high behavior counts in the game will cause lag, too, even if the behaviors dont really do anything by themselves.
Another pretty unknown issue is a thread builtup. This can happen if you use loops in your map script but dont always ensure they terminate properly. You should constantly check your active threads by using the trigger debug window while playing your game.
In general, always check everything which could buildup over time or leak, such as actors, units, threads, ...
okay the point of this thread is to post whatever tips you can give for people to reduce lag.
1. Make sure to destroy actors properly.
2. Lower Game-speeds, It is not recommended to use over normal game speed.
3. Actor sizes, Large actors tend to cause more lag.
4. Use Looping triggers.
the scale of the actor i don't believe matters that much, there r still the same number of polygons.
also u can add
trigger
boss bar
damage taken
periodics
Billboards become more laggy with scale due to the increased number of pixels needing to be rendered.
Also avoid having too much stuff on screen at once.
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
Heavy data table usage can cause lags which isn't displayed in the trigger debugger.
Avoid using events that occur very often. ie avoid 'Any unit dies', 'Any unit is issued an order to attack', etc. This may require some creativity.
You can test if actors are destroyed properly by using 'ActorInfoDisplay' when testing your map.
If your map has very large numbers of units:
really good tips, thanks for sharing.
One issue that almost nobody knows about is the fact that very high behavior counts in the game will cause lag, too, even if the behaviors dont really do anything by themselves.
Another pretty unknown issue is a thread builtup. This can happen if you use loops in your map script but dont always ensure they terminate properly. You should constantly check your active threads by using the trigger debug window while playing your game.
In general, always check everything which could buildup over time or leak, such as actors, units, threads, ...