ContainedIce Posted December 27, 2011 Report Share Posted December 27, 2011 (edited) Everytime we run this game in multiplayer where up to 6 of us are playing we seem to run into some massive lag. We've been looking for a game like this but the lagg makes it almost unbareable to play properly. Are there anny ways to reduce this? We use hamachi (and ts3) and most of us use 64bit windows and were all eu based. We dont know if this is host related or just the game. We really enjoy playing this game and will certainly do so trough the stages of this game. Anny advice how we can reduce this so we can play this (and how to beat the q bots(6 vs 2 qbots).)Thx in advance, Edited December 27, 2011 by ContainedIce Quote Link to comment Share on other sites More sharing options...
Yves Posted December 27, 2011 Report Share Posted December 27, 2011 Philip is working on improvements for the pathfinding code which is currently the main reason for laag, especially with qbot.As a workaround you could try playing without qbot or/and try different maps which have less problems with pathfinding performance.It's still an alpha version and therefore still has some problems which will be fixed in the future. Quote Link to comment Share on other sites More sharing options...
Spahbod Posted December 27, 2011 Report Share Posted December 27, 2011 What is the size of the map you are playing? Paths in big maps are longer and therefore need more CPU usage. Try smaller maps and performance will be much better. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 27, 2011 Report Share Posted December 27, 2011 A 6 player match is awfully HUGE for a game still at Alpha stage. I'd really just try some 1v1 games or maybe 2v2. The fewer players you have, the less lag you'll have. I've noticed a lot less pathfinding lag playing against a human player than against an AI, so nix the AI players in your multiplayer matches for now. Quote Link to comment Share on other sites More sharing options...
ContainedIce Posted December 27, 2011 Author Report Share Posted December 27, 2011 thx for the info we will try it out Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted December 27, 2011 Report Share Posted December 27, 2011 I've played a 4 player multiplayer game (with 4 humans) and there wasn't serious lag, your best bet would be using few or no AIs, also the map size and features have a big impact. Some maps are prone to poor pathfinding performance right now. Quote Link to comment Share on other sites More sharing options...
Gladdemmy Posted January 8, 2012 Report Share Posted January 8, 2012 can u give list of the maps with less lag plsin order of least lag to most..(it lags in human vs bot and human vs human..really bad once it gets to about 250 units.. unplayable at that point (too much lag).cant properly play and experience the game with such lag. cheers. Quote Link to comment Share on other sites More sharing options...
Seru Posted January 8, 2012 Report Share Posted January 8, 2012 (edited) then we wait until the next release? Edited January 8, 2012 by Seru Quote Link to comment Share on other sites More sharing options...
Cool_amigaN Posted January 8, 2012 Report Share Posted January 8, 2012 Hello,I was about to post the same thing but wasn't sure if it was a real problem of the game itself or my own hardware configuration.The same lag (that is being experienced as severe fps drawback), exists in Single player matches as well with anything > 2 players (1 human + 1bot).Changing the bot type on doesn't make any difference.Also, I experience the same problem on Granicus river (Hellenes vs Persians) which is a 2 player map (against a single bot) but it has a lot of units for the engine to pathfind. Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 8, 2012 Report Share Posted January 8, 2012 As mentioned in the second post the main reason for lag is still unit pathfinding, but Philip is looking into improving this. There's nothing you can do to significantly improve performance at this point. Quote Link to comment Share on other sites More sharing options...
Gladdemmy Posted January 8, 2012 Report Share Posted January 8, 2012 when u say unit path finding u mean the paths the units take, even when its human player vs human player? why does it lag, cause the path coding is too complex? Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 8, 2012 Report Share Posted January 8, 2012 when u say unit path finding u mean the paths the units take, even when its human player vs human player? why does it lag, cause the path coding is too complex?Yes, units still move from one location to another in human vs human matches. The current pathfinding code may not be too complex, but the way it works has a significant performance impact. Quote Link to comment Share on other sites More sharing options...
quantumstate Posted January 8, 2012 Report Share Posted January 8, 2012 when u say unit path finding u mean the paths the units take, even when its human player vs human player? why does it lag, cause the path coding is too complex?Yes, it is the code that works out how to get the units to where you told them to go. So they don't just walk into a tree and get stuck. It is a fairly complex task, which is not helped by having formations. Philip (Ykkrosh on forums) is currently working on improving the code. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.