The engine doesn't draw everything in the map all the time. Since the position of all the foliage will have to be stored somehow, I doubt you'll achieve much with this. If the foliage brings your map down so much, you might want to tone it down a bit.
Note: I do not know what happens under the hood of the Starcraft engine, so if I'm wrong, I'm apologize.
True, only models on the screen are rendered. Try reducing the amount of foliage, or even tweak your game-camera a bit, I found this to increase frame-rates a ton, also because the number of foliage on the screen are lowered this way as well!
(...) tweak your game-camera a bit, I found this to increase frame-rates a ton (...)
I didn't know this. What exactly in the camera has high frame rate cost? If it's very detailed, do you know of any other threads/resources where I might find this information?
I don't think it is anything in the camera per se. The reason is less things to be rendered at any one time. The main things to tweak would be depth (pitch) and width (angle of view). I got significant gains by tweaking these two things only, and I managed to preserve the "look" almost entirely.
A bit of necro but whatev it may help:
Another possibility, if it can be achieved is to create a foliage doodad basically and not use the normal foliage but that doodad instead which has an actor and can thus be hidden through the hide actor message.
How would I make the foliage in my map only appear within a certain distance around my hero? Is it even possible?
@Nebuli2: Go
http://forums.sc2mapster.com/resources/tutorials/19371-tutorial-trigger-data-show-hide-destroy-any-given-actor/#p19
try using that with actor regions?
Foliage doesn't use any actors... it just uses the models.
What's the particular reason as to why you need to do this? There may be a work-around.
I'm hoping it may help reduce lag.
@Nebuli2: Go
The engine doesn't draw everything in the map all the time. Since the position of all the foliage will have to be stored somehow, I doubt you'll achieve much with this. If the foliage brings your map down so much, you might want to tone it down a bit.
Note: I do not know what happens under the hood of the Starcraft engine, so if I'm wrong, I'm apologize.
I didn't know this. What exactly in the camera has high frame rate cost? If it's very detailed, do you know of any other threads/resources where I might find this information?
@Builder_Bob: Go
I don't think it is anything in the camera per se. The reason is less things to be rendered at any one time. The main things to tweak would be depth (pitch) and width (angle of view). I got significant gains by tweaking these two things only, and I managed to preserve the "look" almost entirely.
@Karawasa: Go
Ah, I see. I thought there might be some hidden obscure options or something.
@Builder_Bob: Go
A bit of necro but whatev it may help: Another possibility, if it can be achieved is to create a foliage doodad basically and not use the normal foliage but that doodad instead which has an actor and can thus be hidden through the hide actor message.