I dunno about that, but I do know that if a unit can't get where it wants to go for any reason, the game will lag like crazy. I had a cliff that had an opening of 30 feet (3 WB units). A troop carrier tried to squeeze through it and the game ground to a halt. As soon as it got through, the game picked up again. I've also seen a fast unit get behind a slow unit. This caused the game to stutter. Ive been on wide open maps where there is not many objects at all and see this lag. It became obvious at that time that object count has little to do with it. I'm pretty sure that it's path finding that causes the stuttering. And one thing I've witnessed is maps with small towns where the streets are narrow. When units can't get around each other, the lag appears.
I once got a warning from Worldbuilder when I was building a map that had a lot of trees on it. The warning said there were over 3000 objects on the map and this might cause performance issues. I saved it immediately and went and played it. I saw just as much lag as when playing a fairly open map, so I don't think it's object count. Its a path finding problem.
My rig is a very meager gaming rig. I have an Athlon64 processor (3 generations old), Win XP, 4 GB ram, and a GeForce 8600 GS. This is a very modest gaming rig. I don't have any maps that don't give me some lag. I doubt that a more powerful rig would do me any good.
I think we just gotta live with it. This lag happens every once in a while, then the game recovers. For what the game offers, we can put up with that.
Here are a few things you can do to minimize lag when making a skirmish map:
1. Build bases that measure at least 100x100 using a brush this size to guide you when making the inner perimeters. If an AI's base gets choked, it will cause game lag. Better still, make the base even larger like 110x100 or 100x110, and even 110x110. The smallest dimension should never be less than 100. You might even try 120x120!
2. Make paths between cliffs and buildings at least 3 TempChokePoints wide. The TempChokePoint can be found in the civilian/Structures folder. Use this as a guide. 4 TempChokePoints wide is even better. The TempChokepoint can be put on the map then removed after you measure.
3. Make paths that are fairly straight with only slight curves in them. And ALWAYS place the path so that it goes through open territory. Never place waypoint paths in such a way that something lies between the nodes.
4. Don't make narrow shortcuts through cliffs or other things that are not part of a path. The AI (especially the Hard AIs) will find them and use them as shortcuts. The result: you'll get game lag. Close up small openings that you find in your cliffs by painting with the 'impassable brush'. Any opening that is 3 units wide (30ft) can cause you problems.
Edited by user
12 years ago |
Reason: Not specified