I'm still a bit of an amateur map designer, and right now a map I am currently working on has very, very many canyons. They are important balance-wise (I can't simply put raised ground instead) but I would like to fill them all with water. My question is simply this: will it cause lag? I know the map (once finished) will likely involve very many units all on the map at once, and if the water effect would put even more stress on computers, I'd like to avoid that. The reason why I'm afraid it might is because it seems to have an adverse effect on the map-making screen and I'm not sure if its just because I zoom out a good bit or not.
You can simply reduce the numbers of cells in a water texture. You really do not give up that much aesthetic wise, and you gain alot of framerates. I had made a terrain for a project involving naval combat. The map is probably 75% water, and by changing the water cell size (go to the data tab under waternot underwater :D) we greatly increased framerates.
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I'm still a bit of an amateur map designer, and right now a map I am currently working on has very, very many canyons. They are important balance-wise (I can't simply put raised ground instead) but I would like to fill them all with water. My question is simply this: will it cause lag? I know the map (once finished) will likely involve very many units all on the map at once, and if the water effect would put even more stress on computers, I'd like to avoid that. The reason why I'm afraid it might is because it seems to have an adverse effect on the map-making screen and I'm not sure if its just because I zoom out a good bit or not.
As long as you don't enable the reflections in the water, they shouldn't lag that much.
The easiest way to find it out is to test it...
I'll refer you here. The bit about water should answer all your questions :)
You can simply reduce the numbers of cells in a water texture. You really do not give up that much aesthetic wise, and you gain alot of framerates. I had made a terrain for a project involving naval combat. The map is probably 75% water, and by changing the water cell size (go to the data tab under water
not underwater :D) we greatly increased framerates.