• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Will a bigger map size have longer loading time?

Status
Not open for further replies.
Level 5
Joined
Jan 23, 2014
Messages
152
Like for example a map that is 12mb above. Will the loading time be longer(using the 8mb limit remover). And will it be laggy in-game?
 
Level 15
Joined
Oct 29, 2012
Messages
1,474
Depends on what makes it larger
For example if you have a map with 100 mb but full of music absolutely it won't take any time to load and it won't lag
But if it's full of triggers, datas (Doodas And Units), it might lag. But it will take much time to load the imported custom things like skins and models.

Long story short, it will load slower in case of using many imported skins and models that replace some original things ingame and many triggers ( systems and spells ... )

As far as I know, optimizing the map ( Using Vexorian's optimizer for example ) will reduce the ingame lag much much better than letting it as it is.

Widgitizer is a tool that decreases loading time, It's worth to try it ;)
 
Level 5
Joined
Jan 23, 2014
Messages
152
So the size doesnt affect loading time and in-game lag if let's say there are only a few imported stuff?
 
Level 3
Joined
Jul 16, 2014
Messages
63
If you have a ton of "Map Initialization" triggers, the map might have a long loading time. Models and such doesn't increase the loading time as such.

Not that I am a trigger genious, but as far as I know in-game lag usually comes from trigger leaks or massive triggers activating.
 
Level 5
Joined
Jan 23, 2014
Messages
152
Thought so, thanks for clearing that up! Guess I'll try putting less things in my map initialization
 
Level 3
Joined
Jul 16, 2014
Messages
63
Thought so, thanks for clearing that up! Guess I'll try putting less things in my map initialization

Think you can use this instead:
  • Events
  • Time - Elapsed game time is 0.00 seconds.
  • Conditions
  • Actions
Shouldn't affect loading screen time. Might give a bit initial lag right after the game starts, but not really that big of a deal as far as I'm concerned :)
 
Level 3
Joined
Jul 16, 2014
Messages
63
This should do the trick :)

  • Events
    • Time - Elapsed game time is 0.00 seconds
  • Conditions
  • Actions
    • Cinematic - Disable user control for (All Players)
  • Events
    • Time - Elapsed game time is 2.00 seconds
  • Conditions
  • Actions
    • Cinematic - Enable user control for (All Players)
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
Yes it will as more file I/O will be required. However this would be entirely linear so a 12 MB map would require 1/10 of the I/O time as a 120 MB map. Seeing how fast modern I/O devices are this would take at most a few seconds more (I can load all WC3 data files in under 10 seconds with a mechanical drive). Depending on the availability of memory the OS may decide to cache pages of the file in memory so that future I/O happens considerably faster.

What is more likely to add loading time is the content. If you have a lot of unique models present on the map then pre-load time will be quite high as not only will the models need to be loaded from disc, but also processed for the game engine to use. A custom model will require as much effort to load as a standard model of similar complexity so it purely comes down to how many models you want loaded.

What usually dominates map load time is nothing to do with assets, but the map data itself. Complex or bulky object editor data can take several minutes to load (best example is many abilities with thousands of levels). Complex trigger scripts can also require considerable time to be parsed and then any complex initialization scripts will also take time to run.

In the end you will likely be able to cut down load time more by optimizing object data or triggers than by looking into not loading the odd model.
 
Level 5
Joined
Jan 23, 2014
Messages
152
I can't really avoid using a lot of custom models since my map is a hero arena, anime-based map. Will the map optimizers greatly decrease loading time?
 
Level 15
Joined
Aug 7, 2013
Messages
1,338
I can't really avoid using a lot of custom models since my map is a hero arena, anime-based map. Will the map optimizers greatly decrease loading time?

Only one way to know for sure. Use a map optimizer and compare the load times.

BTW, what kind of speed boost does the optimizer give? Quadratic?
 
Status
Not open for further replies.
Top