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Author Topic: [Game] Tips for reducing lag on large builds  (Read 21965 times)

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Lady Lobo

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Re: Tips for reducing lag on large builds
« Reply #40 on: June 04, 2015, 06:02:01 PM »
Thanks for the information Craig, I have hit almost 19  mb on my survival map spider 2 and I filled in 3 huge man made caverns and it helped.  I still have to fill in all the small tunnels, by the time I'm done it should help to reduce even more. 


ShaneSaw Taco

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Re: Tips for reducing lag on large builds
« Reply #41 on: July 04, 2015, 10:41:45 AM »
Wow Very Helpful thanks xD

Dream Psychoo Xbox360

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Re: Tips for reducing lag on large builds
« Reply #42 on: July 15, 2015, 05:40:33 PM »
Very helpful, thanks!
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Vexon X1

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Re: Tips for reducing lag on large builds
« Reply #43 on: September 26, 2015, 06:16:28 PM »
Thank you Craig, I know you get a lot of thank you messages, but for large map, This is a good tip!
 ^-^

Dark Hydrak

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Re: Tips for reducing lag on large builds
« Reply #44 on: October 04, 2015, 03:05:24 AM »
Once a map gets built up significantly, the GPU can start struggling to draw all the graphics, causing lower frame rates or draw lag.

It's all about visible faces. A face is the side of a block. If the side of a block is exposed to air, that side is a visible face and the game must draw it. The more visible faces the game has to draw, the more work it has to do; the more likely the map will start to hit the limits of the graphics hardware.

1. Hidden visible faces. How can visible faces be hidden? These are faces inside enclosed areas. The game does not know if a face is inside an enclosed area, all it knows is if the face is exposed to air. Significant landscaping can create enclosed areas. e.g. if you build a flat surface over a non flat terrain, this can leave empty areas underneath the flat surface you built, down to the ground. Any face inside this enclosed area will still have to be drawn, even though players will never see them. So to remove these hidden visible faces, fill in the enclosed areas. The Creative Fill tool is a great way to do that.

2. While the sunrise/sunset effect is active, the GPU is executing a lot of extra commands to create the effect. If you freeze the day/night cycle so that the sunrise/sunset effect is always active, the GPU is working much harder than it is during normal day or night time. If your map is experiencing draw lag, freezing the day/night cycle outside the sunrise/sunset effect can help.
So, basically, just stop time and fill in all of your empty builds? That can be very useful. Thanks Craig.

Faint of Clubs

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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. ;)

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.