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Preformance multiplayer 2+ people (Alpha 8,windows)


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#1 ContainedIce

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Posted 27 December 2011 - 01:36 PM

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, 27 December 2011 - 01:37 PM.


#2 Yves

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Posted 27 December 2011 - 02:47 PM

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.

#3 Spahbod

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Posted 27 December 2011 - 05:16 PM

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.
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#4 Mythos_Ruler

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Posted 27 December 2011 - 07:17 PM

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.
Michael D. Hafer [aka Mythos_Ruler]

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#5 ContainedIce

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Posted 27 December 2011 - 07:38 PM

thx for the info we will try it out

#6 historic_bruno

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Posted 27 December 2011 - 09:39 PM

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.
Ben Brian [ aka historic_bruno ]

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#7 Gladdemmy

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Posted 08 January 2012 - 12:32 AM

can u give list of the maps with less lag pls

in 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.

#8 Seru

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Posted 08 January 2012 - 01:47 AM

then we wait until the next release?

Edited by Seru, 08 January 2012 - 01:47 AM.


#9 Cool_amigaN

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Posted 08 January 2012 - 10:26 AM

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.

#10 Pureon

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Posted 08 January 2012 - 10:53 AM

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.
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#11 Gladdemmy

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Posted 08 January 2012 - 11:42 AM

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?

#12 Pureon

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Posted 08 January 2012 - 12:08 PM

View PostGladdemmy, on 08 January 2012 - 11:42 AM, said:

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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#13 quantumstate

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Posted 08 January 2012 - 12:10 PM

View PostGladdemmy, on 08 January 2012 - 11:42 AM, said:

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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