Edit: My results show that FirstOfGroup loop is a little less than twice as fast.
I'm still concerned about running into OP limits in the middle of execution.
I could however use a method of splitting up the operations into multiple threads... this might slow things down quite a bit though for the rest of the system while only benefiting unit-collision. I'm curious, when was this new efficiency of
FirstOfGroup
found? I've been told that
GroupEnumUnitsInRange
is faster than both, and I've been told that
ForGroup
is faster than
GroupEnumUnitsInRange
. Now I'm told that
FirstOfGroup
is the fastest. It seems like a bunch of nonsense to me. I'm curious, how many units is this being tested on? In the "benchmark" by
Anitarf he claims it is 3x faster, rather than a little less than 2x faster - he is only testing it on 20 units though. Has anybody performed these tests on 50+ units?
Also keep in mind Berb's computer is a beast, I can produce about 40-50 of his projectiles (without) collision enabled, on my computer, before I notice a drop in FPS. So what he says is 500 projectiles doesn't mean much to a lesser computer.
I think that this would be a good time for me to actually state my system specs. I've got:
- Intel i7 950 @ 3.8GHz
- Nvidia GTX 465 (1 GB Video Memory)
- 6 GB RAM
At
600 projectiles my PC still runs above 50.0 FPS, but quickly declines after that. I'm curious
Bribe what kind of "noticeable" drop in FPS do you have with only 50 projectiles? What kind of machine do you have? I was able to get 150 without any noticeable drop in FPS on my MacBook Pro from 2006.
Without the limit on projectile-groups, I can have around 250~ projectiles in a projectile group until things start to get noticeable. I'm not really sure how this performs on many projectile groups separately throughout the map.
My computer runs StarCraft II at "Extreme" graphics because it is extremely processor-heavy. If you can, please tell me what kind of results you get and what kind of machine specs you're running on.