I heard that for mulitplayer bnet map, with a third or first person view, having a very detailed terrain and lots of doodads would cause lag?
Is this true?
Because i have about 1/4th terraining done on my map,...do i have to hold off on using doodads to flavor the environment due to lag issues for a nonstandard camera view?
Everything on the screen needs to be displayed, which takes a little bit of time. Be it a unit, a doodad or something else.
But you shouldn't be too scared by that. Most doodads (esp. those without animations) don't eat much performance.
Best idea, I think, would be to terrain just as you want to. And if you then meet lag you can fight it.
Remember, when having a FPS/TPS camera it's important to reduce the camera's Far Clip as this is the main source of lag most of the times.
yeah, its the far clip for the most part, but a shortened far clip looks lame to me as you can just really notice things being drawn in on the fly.
the main problem with this performance-wise i think is even when a doodad is clipped/blocked by a doodad infront of it, your processor still 'draws' it behind it. so even when you are facing asingle doodads / wall with everything blocked behind it it will still lag with too many doodads / too far of a far clip.
even with zero doodads and full far clip you can notice a performance issue with how smooth the unit will move in 1st/3rd person. so yeah, doodads arent the biggest problem as the far clip is. but evrey thing does add up and its a matter of what youre happy with for your map. i made mine about (150) far clip and it starts to fade/get fuzzy at 75 and fully fuzzy/blurred at 150 so you cant notice the drawing in as much to me. my computer is pretty good so the 150 works pretty well for me, and im on all ultra / highest resolution settings.
some people have done a 'zoning' method to kee far clip at max (to keep the skybox in, but hopefully bliz will make the skybox drawn in at ANY clipping distance soon, if not currently as I'm on vaca and havent checked since the last patch). But, by zoning, say you move a region every 10 seconds to the center of the unit, and make every unit/thing you can NOT in the region hidden etc... so it wont draw the stuff far away etc.. but still keep the skybox so it looks really smooth. This is a workaround currently to an issue that SHOULD be automatically fixed IMO and hopefully so.
There's some stuff regarding FPS-cam play, aye, but let me ask you - how many doodads are you on? I've found that in a larger map (say, 5v5 DotA/AoS) you can easily fit at least 2000 doodads without getting any lag in normal cam.
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I heard that for mulitplayer bnet map, with a third or first person view, having a very detailed terrain and lots of doodads would cause lag? Is this true?
Because i have about 1/4th terraining done on my map,...do i have to hold off on using doodads to flavor the environment due to lag issues for a nonstandard camera view?
Everything on the screen needs to be displayed, which takes a little bit of time. Be it a unit, a doodad or something else.
But you shouldn't be too scared by that. Most doodads (esp. those without animations) don't eat much performance.
Best idea, I think, would be to terrain just as you want to. And if you then meet lag you can fight it.
Remember, when having a FPS/TPS camera it's important to reduce the camera's Far Clip as this is the main source of lag most of the times.
yeah, its the far clip for the most part, but a shortened far clip looks lame to me as you can just really notice things being drawn in on the fly.
the main problem with this performance-wise i think is even when a doodad is clipped/blocked by a doodad infront of it, your processor still 'draws' it behind it. so even when you are facing asingle doodads / wall with everything blocked behind it it will still lag with too many doodads / too far of a far clip.
even with zero doodads and full far clip you can notice a performance issue with how smooth the unit will move in 1st/3rd person. so yeah, doodads arent the biggest problem as the far clip is. but evrey thing does add up and its a matter of what youre happy with for your map. i made mine about (150) far clip and it starts to fade/get fuzzy at 75 and fully fuzzy/blurred at 150 so you cant notice the drawing in as much to me. my computer is pretty good so the 150 works pretty well for me, and im on all ultra / highest resolution settings.
some people have done a 'zoning' method to kee far clip at max (to keep the skybox in, but hopefully bliz will make the skybox drawn in at ANY clipping distance soon, if not currently as I'm on vaca and havent checked since the last patch). But, by zoning, say you move a region every 10 seconds to the center of the unit, and make every unit/thing you can NOT in the region hidden etc... so it wont draw the stuff far away etc.. but still keep the skybox so it looks really smooth. This is a workaround currently to an issue that SHOULD be automatically fixed IMO and hopefully so.
Thank you ezbeats. This should be handy for optimizations and such.
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There's some stuff regarding FPS-cam play, aye, but let me ask you - how many doodads are you on? I've found that in a larger map (say, 5v5 DotA/AoS) you can easily fit at least 2000 doodads without getting any lag in normal cam.