Author Topic: [Game] Tips for reducing lag on large builds  (Read 12171 times)

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Faint of Clubs

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[Game] Re: Tips for reducing lag on large builds
« Reply #45 on: December 10, 2015, 01:40:40 AM »
Craig this topic is useful but for awhile now I've wondered how my scripts affect connection, it isn't addressed at all.

I believe the way I've grown to script makes my maps more efficient than the way I used to script but it's only in theory as I have no clue how different scripts affect gameplay.... Could we please g,et an in depth topic on it?

'Reducing lag on heavily scripted maps' perhaps?


Would be super useful to me, and others who haphazardly throw together messy scripts.
Example: I notice using a dynamic item swing that checks equipped item script for multiple items causes less lag than having a script for every item, or is this in my head?
Example2: instead of using multiple loops for timers, use histories and queries to time things in a single script.
Example3: what is he limit of pasted component scripts before slow downs?
Example4: folders, do they help performance by folders get histories etc?
That guy with dem scripts.

The Sneaky Sort

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Re: Tips for reducing lag on large builds
« Reply #46 on: July 14, 2016, 03:02:11 AM »
I've been doing this all wrong the whole time? I always have been hollowing out my builds, I thought the less blocks placed= less space/lag. Thanks for the advice. ;)

December Jim

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Re: Tips for reducing lag on large builds
« Reply #47 on: August 16, 2016, 05:57:09 AM »
I'm only seeing this thread now but thank you this will help a lot with my medieval project :)


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PriceyMeerkat99

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Re: Tips for reducing lag on large builds
« Reply #48 on: August 23, 2016, 06:51:55 PM »
Normally Markers prduce lag....
thanks for the info craig

Craig

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Re: Tips for reducing lag on large builds
« Reply #49 on: August 23, 2016, 10:42:20 PM »
Normally Markers prduce lag....
No they don't.

WhereThatWallAt

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Re: Tips for reducing lag on large builds
« Reply #50 on: November 28, 2017, 01:12:01 AM »
Couldn't a possible solution for this be to start by doing an obscurity check and then only render the three closest faces (for standard blocks ofc)? I know it may be taxing on the CPU or not worth the trouble, but since there are no/ limited reflections in the game, you could theoretically halve the number of faces you have to render. Don't mean to intrude, just a thought :)
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Re: Tips for reducing lag on large builds
« Reply #51 on: November 28, 2017, 03:40:40 AM »
Couldn't a possible solution for this be to start by doing an obscurity check and then only render the three closest faces (for standard blocks ofc)? I know it may be taxing on the CPU or not worth the trouble, but since there are no/ limited reflections in the game, you could theoretically halve the number of faces you have to render. Don't mean to intrude, just a thought :)
No. Not even the latest beast CPU could do that.