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Preformance multiplayer 2+ people (Alpha 8,windows)


ContainedIce
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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 by ContainedIce
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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.

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  • 2 weeks later...

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.

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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.

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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.

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