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- Oct 24, 2012
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it can be the reason. the main reason is still bad triggering.
it can be the reason. the main reason is still bad triggering.
the cause isnt what he thinks it is. thats the problem we have no idea what systems or triggers are in his map. he can post them 1 by 1 ( systems). mybe that will help.
Chances are its a bad system or trigger that runs every 1.0 or faster. The other thing can be models if he downloaded any high poly models and is over using them.
I would choose both. Good terrain, and good/deep coding. That means an enjoyable good looking well coded and no-lag game.
Let me repeat myself:Let me repeat and rephrase my question..
What do you prefer?.. A Map with Epic Terrain but very laggy due to many doodads and imported stuffs or
A Map with no Terrain At all but with no lagg..
You can have several thousands of doodads in huge-ass maps without any lag at all, if done right.
There is no excuse for bad terrain.
There is a middle-ground for everything. I'd be fine with playing a game @ 30 fps with quality imports and good gameplay. I wouldn't play a game @ 15 fps or lower, that is just too annoying. Those are pretty much the limits you want to watch out for.
Now, there are a couple of ways to reduce FPS lag:
- Get a newer GPU or computer. It will allow you to handle more objects on the screen without suffering as much frame rate lag. I have played maps that are 60 fps on my mac and about 20 on my windows, so GPU makes the most significant difference.
- Cap the Far-Z or field of view. Far-Z is a big concern for maps with a 3rd or 1st person perspective camera (for 3rd person, I mean following behind the unit opposed to bird's eye view). The more objects rendered on screen, the lower the frame rates. Some people insist on setting this to 10000, but it isn't really necessary. Or you could have an option to change it. Set it to some lower value, like 3000 or 5000.
As for bird's eye view cameras, you may want to consider zooming in the camera (modify camera distance). This will allow for fewer objects to be rendered on the screen, and may help improve performance.- Close background programs. When you are playing, try to close background programs that take an unusually large amount of CPU. For most things like chrome or spotify, you won't have many issues. However, when you are running something that already uses up the GPU (like playing a video or playing another game), you may want to close it.
- Lower the quality in the video options. Open wc3, go to options -> video. Lower what you'd like. Some fields may make little difference FPS wise, so mess around with it. For a lot of games, shadows take up quite a bit of performance so you may want to disable unit shadows (I don't remember if they have a field for shadows in general).
- Search up preloading abilities and effects. It will minimize the lag spikes you get during the game.
- You may want to try out Zwiebelchen's destructable hider system, it may help.
- Space things out. You'll notice in games like WoW they'll have options to reduce ground clutter. This is, again, because the more objects rendered = lower performance. If you space doodads and destructables out, you'll likely have fewer objects on the screen. Now, this doesn't mean to sacrifice good terrain and make things very unnatural. It is more of a warning against spamming too many objects in one area.
- Watch out for flashy effects. Particle count/effect count is one of the bigger issues for Warcraft 3 fps. I remember using one effect by Will_the_almighty and it dropped my fps about 20 frames because it was so particle intensive. The same thing applies with using multiple effects. Consider how much lag would result before giving a spell 30 effects.
All in all, there are several ways to reduce FPS lag. However, there isn't a way to magically improve FPS without some sort of sacrifice. That doesn't mean that it is hopeless, but rather you should be smart about the placement of objects and balance things out. Try to work for the best terrain that you can, but if you need to sacrifice some aspects for the sake of fps lag, then you probably should sacrifice that aspect.
Triggering can be a source of lag but it isn't as much of a problem unless it deals with objects being rendered on the map. You can have 10,000 leaks and experience no significant fps drop. In general, most CPU's will be able to handle what you throw at them, except in extreme cases. GPU's, not always. Especially with family/non-gaming computers.
How do i know if i had a good GPU?.. my current Resolution is 1366 x 768
You can have several thousands of doodads in huge-ass maps without any lag at all, if done right.
There is no excuse for bad terrain.