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[Q] Can Maps lag? - Page 3

Forum Index > SC2 Maps & Custom Games
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Ragoo
Profile Joined March 2010
Germany2773 Posts
November 16 2011 13:04 GMT
#41
On November 16 2011 19:46 NullCurrent wrote:
It didn't occur for me either that waterfalls would have a large impact on the FPS, as clearly is the case when looking at Burning Altar and Emerald Jungle. So not only are clumped up waterfalls annoying because they make a racket, but they also lower the FPS when looking at them


I say that time and time again, people should turn down the volume of their waterfalls, it's so annoying. Especially when in casted games the ingame sound is slightly too loud waterfall is louder than the casters ...
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Spec
Profile Blog Joined July 2009
Taiwan931 Posts
November 16 2011 15:00 GMT
#42
Some map features have no direct influence to the game yet could not be turn down via graphics options. The worst has to be dual sight, top right position, where there are fireballs shooting out of the ground even on the lowest settings.
I've noticed tileset like abyssal cavern have extremely high fps vs the tileset for xelnaga? Not just doodad wise, but tile set in general. When the game starts my system usually overshoot it to like 70fps (low gfx), but only maybe 50 for xnc, just at starting points.
Eye for an eye make the world go blind - Gandhi
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-11-16 17:18:28
November 16 2011 17:10 GMT
#43
In the meanwhile (three days agoactually ) Burning Altar (TLMC version on EU, SEA and US, as well as Samro's upload to EU) got quite some waterfalls and other complex doodads deleted, making it runn smooth. Please not that low FPS also mostly were a problem at map borders.

I do not have the new numbers from NullCurrent, but now it should not only have the most average fps, but also quite good (=high) low fps numbers.
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