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Does a 24 player(ORPG) on a 480 x 480 map have any chance of not lagging?

Discussion in 'World Editor Help Zone' started by blanabasjim, Jun 5, 2019.

  1. blanabasjim

    blanabasjim

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    Just curious if anyone has experience trying to run a large map with a group etc.
     
  2. Razosh

    Razosh

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    I would actually love to see the answer to this too, although I'm probably gonna hold of on the WE toolkit until the remastered version comes out.
     
  3. Pyrogasm

    Pyrogasm

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    It is entirely dependent on how many units each player has, what they are doing, and what triggers are running (and when) doing everything that needs doing in the map. The short answer is: yes, as long as you are smart about what you're doing. A map doesn't lose performance just because it's a 24p map....
     
  4. Razosh

    Razosh

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    Thanks mate.
     
  5. blanabasjim

    blanabasjim

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    How much of an impact will doodads make if you don't mind me asking? Say, almost max?



    Edit: Would hundreds of animated doodad grass and and tree destructibles be a bad idea as well?
     
    Last edited: Jun 6, 2019
  6. chopinski

    chopinski

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    Warcraft III automaticly hides units outside the screen to save performance, however it does not do so for destructables, so with a few thousands of doodads/destructables theres a lot of overhead and it can cause some serious fps drops. There's a library called "Destructable Hider" that "hides" all the destructibles in your map that are not being viewed by a player, i recommed you importing that to your map, its a must for maps that have tens of thousands of destructables. You can find it here [System] DestructableHider
     
    Last edited: Jun 6, 2019
  7. Wrda

    Wrda

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    Having max destructables doesn't seem to affect performance at all. I've played my friend's tree tag map which has max destructables (trees) and it's pretty fine.