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Staredit Network -> UMS Assistance -> What causes lag?
Report, edit, etc...Posted by FunkySensubean on 2004-11-03 at 15:38:29
i was wondering what causes lag. some possibilities i can think of:
-# of units on the map
-# number running triggers
-# of units that active (casting spells, attacking)
-connection speed
-number of players
-performance of computer (system spec)
Report, edit, etc...Posted by Urmom(U) on 2004-11-03 at 15:40:13
umm i think spamming a screen will do it too.
Report, edit, etc...Posted by high6 on 2004-11-03 at 15:42:12
ok i will give u a list of what causes lag

-# crappy internet
-# like u said units attacking but it also creates lag when there moving other words if tons of animations are running it lags
-# tons of units and dodads
-# but what mostly causes lag besides internet is the animations
Report, edit, etc...Posted by Deathknight on 2004-11-03 at 15:47:47
1. Too many units on the screen
2. Too many actions in Starcraft taking place
3. Too many sounds playing all at the same time
4. Arbiter recalling too many units
5. Slow computer
6. Slow internet connection
7. Programs running in the background(Kazaa, etc.)
8. Too many text messages being recieved at once.
9. Other players are lagging.
10. Too many triggers taking action.
Report, edit, etc...Posted by KlowN. on 2004-11-03 at 15:50:31
lag programs
lots of stuff blowing up
stuff unburrowing
massive battles
crappy connection
internet dying and lose connection to b net but can still talk
battle net problems
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-03 at 17:10:10
QUOTE(Ðeathknight @ Nov 3 2004, 03:47 PM)
1. Too many units on the screen
2. Too many actions in Starcraft taking place
3. Too many sounds playing all at the same time
4. Arbiter recalling too many units
5. Slow computer
6. Slow internet connection
7. Programs running in the background(Kazaa, etc.)
8. Too many text messages being recieved at once.
9. Other players are lagging.
10. Too many triggers taking action.
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Do you mind if I disprove 2, 8 and 10 (whats the differance between 2 and 10 by the way?)
Report, edit, etc...Posted by BeeR_KeG on 2004-11-03 at 17:12:01
In a more simple explanation. Anything that uses the least bit of resources out of your PC/Modem/B.net servers will cause lag.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-03 at 17:22:00
Yeah but a freaking lot of those little bits, like trigger actions need to be ran before you notice anything at all. I don't think it is possable to lag a map with trigger actions or display text.

Some trigger actions do cause events that cause lag. This is like a massive missconception that triggers cause lag. Triggers do not cause lag and HYPER TRIGGERS do not cause lag.
Report, edit, etc...Posted by PCFredZ on 2004-11-03 at 17:33:12
Bolt_Head, 2, 8, and 10 would apply if the computer is made, say, 10 years ago.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-03 at 18:47:10
If the computer can't handle the triggers it can't handle the graphics of starcraft and wouldn't run it in the first place so theres no point in mentioning it.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-03 at 20:15:39
Large starcraft actions do cause lag however (loading game engine at map start, saving game, etc.)
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-04 at 02:58:54
What do you mean by "large actions"

Yeah i know if you make, for an example, a billion triggers that create 1 unit then kill it, the game will lag like hell.
But on the flipside you can center a hundred locations 25times every half second and not cause any lag at all.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-04 at 10:33:02
Large action as in things that require a lot of processor speed.

Examples:
1. Starting the game - loads game engine
2. Saving game - writes file to comp
3. Creating a billion units - forcing the reading of many sprite files
4. Having many units at once - causing a lot of pathfind scripts for all the units (minor lag factor)
5. Many units attacking - constant weapon sprite creation
Report, edit, etc...Posted by Zombie on 2004-11-04 at 12:24:04
i got sum more..

1.the units placed or created;Darkswarm etc..
2.Sounds
3.Programs running out side ur comp such as..kazza,imest,hacks:disgust:, etc etc
Report, edit, etc...Posted by Drakiel on 2004-11-04 at 12:26:19
All of the above is true, and obvious...
Adding to that...
One thing that cause people lag that people don't realise is the CREATE action.
Many maps, such as bounds, or tremors with create/kill like CRAZY cause lag, hence "animations".

Also, when people create say.... 255 units on a 1x1 location.
Starcraft attempts to create each unit, and an error occurs after each one, giving starcraft more information to read, more lag.

Transmissions cause a LOT of lag usually, if you decide to use it, be sure to use it carefully, if used properly it should be fine. It's giving your comp/starcraft a lot more information to read at one time.

In short...
Create/Kill
Errors
Transmissions

Havn't been mentioned.
Report, edit, etc...Posted by ElanMorin(13) on 2004-11-04 at 13:32:41
Oooooh, what about sending units through a nydus that has no place to put them!....that creates a sickening amount of lag.
Report, edit, etc...Posted by DISTURBED on 2004-11-04 at 13:48:11
LAG is caused by server over-usage, and CPU memory capacity being low.

Lag will/can be caused by:

Large masses of pixles needing to be drawn at a fast rate which your computer may not be able to handle, to reduce lag, lower resolution and turn off unneeded programs running in the background. And to an extention of that, scan your computer for viruses, spyware.
Report, edit, etc...Posted by PCFredZ on 2004-11-04 at 16:14:01
I've seen somewhere before that there's a temporary file or something in the Starcraft folder that, if deleted, will reduce lag. Urban legend? confused.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-04 at 16:48:07
That's bncache. it doesn't reduce lag. Deleteing that erases your lag and ban records, so you can have anyone join your games and you can join anyones because it has no record of lag. Once you play a agme, it will reupdate bncache with that data.
Report, edit, etc...Posted by StarEditron 4000 on 2004-11-04 at 17:01:17
ive caused lots of lag in maps with massive marine attacks, i.e. many animations.

i've also caused major lag by making too many triggers.

and i believe (unconfirmed) that using hyper triggers incorrectly can lag up the map!
Report, edit, etc...Posted by MillenniumArmy on 2004-11-04 at 19:41:48
My DOdgeball All-STar Toourney map gets laggy sometimes, but i'm not too sure why if you guys say it's impossible for hypertrigs or trigger actions to cause the "bumpy" game flow.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-04 at 20:03:31
QUOTE(Drakiel @ Nov 4 2004, 12:26 PM)
All of the above is true, and obvious...
Adding to that...
One thing that cause people lag that people don't realise is the CREATE action.
Many maps, such as bounds, or tremors with create/kill like CRAZY cause lag, hence "animations".

Also, when people create say.... 255 units on a 1x1 location.
Starcraft attempts to create each unit, and an error occurs after each one, giving starcraft more information to read, more lag.

Transmissions cause a LOT of lag usually, if you decide to use it, be sure to use it carefully, if used properly it should be fine.  It's giving your comp/starcraft a lot more information to read at one time.

In short...
Create/Kill
Errors
Transmissions

Havn't been mentioned.
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I thought it was ovious that Create/Kill triggers caused lag? Oh well

Oh yeah, the location size doens't matter when creating units, Anotherwords creating 255 units at a small location would lag the same as creating them at a hugh location.
Units can only be created so far from the center point of the location the location size doesn't matter.

QUOTE(StarEditron 4000 @ Nov 4 2004, 05:01 PM)
ive caused lots of lag in maps with massive marine attacks, i.e. many animations.

i've also caused major lag by making too many triggers.

and i believe (unconfirmed) that using hyper triggers incorrectly can lag up the map!
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No the wait action does not causes lag. (hyper triggers are waits) Nither does making two many triggers, You can have ALOT of triggers and not cause lag. Take Tux's shooter map thing for example.
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