Hello community, I was wondering about frame rate and how to reduce lag. It is not hard to create a beautiful map anymore now that we have Reach. So in order to truly create an amazing map there is more to it than simply aesthetics. You need good gameplay, good gametypes, reduced lag, and the ability to fit more people on a console. So here is my discussion topic. Does anyone have tips on how to reduce lag? I know of a couple of ways. Examples: Spend less budget, use less objects that produce a glare, use minimum ammount of glass; but I was wondering what other methods are there? For example, I know that placing gametype items and kill zones are free but do they add lag to your match? Does it put more strain on the system if you simply make a huge kill barrier wall instead of what you simply need? Another example of something I've been pondering is if I block off a section of my map, but set the blocks to a specific gametype such as CTF so it isn't there when I play another gametype, will the object still be in the games memory when I play another gametype such as slayer, consequently creating lag? Because even though I can't see the object and I can walk through its spot, the game is still memorizing the fact that I forged it there? These are a couple of the questions I have that I would really appreciate if they were answered so I can optimize my maps full potential. So if you know the answer to any of these could you please help me out? Thanks
Well, glass of any sort is a pain for a multitude of reasons. First, it is far more detailed than everything else. Second, because it is glass, any object that you see behind it has to be rendered twice; once for the regular and once for the glass effect. Lights are also really bad, and cause everything to be rendered twice as well; if you have a glass object with lights it causes things to render threefold and is a general nuisance. The game only renders objects that have spawned, so if you can't see it, it won't cause framerate lag. KotH markers, however, are a pain in the butt and drop framerate all on their own.
What I have found to be the core of it is as follows: 1. Try to minimize the number of objects that are ever in a person's line of sight. You could have a map that only uses 5000 in budget but if all of that 5000 is visible simultaneously in a big pile, it can still cause lag. Be intelligent about your layout, use line of sight blockers, and design things so that if the map is large and has lots of pieces, some parts are completely not visible when you stand in another section far away. 2. Careful with that light, Eugene. Lights can be bad - though they aren't always. If they shine on lots of objects they are often bad. If they are near glass, it's bad. 3. Glass isn't bad if it's on the outer boundary of your map, or if there's no chance of ever seeing a lot of other forged objects through it. Glass in the middle of your map set up so that people can see half your forge objects through it? Probably going to be a problem. If there's multiple layers of glass (like a big see-through room right in the middle), it's definitely going to be a problem. 4. Certain pieces just cause problems, and you'll figure out what they are. There are lists posted here also where people have done some testing. I won't get back into that whole thing (you can search for it) but basically, objects with glass and little lights that activate when you're near them can be problematic. Don't rule them out necessarily, but use them with great restraint, and if you get lag that's probably the first thing to ditch. 5. Anything with particle effects can be a problem - the Forge World waterfalls at the bottom, grav lifts, etc. I've noticed grav lifts can cause hitches when they sit near glass, especially. Just use your judgment and replace pieces if necessary, or block these things from being visible. 6. Finally, and I can't say this enough - go big or go home. Meaning, construct your map from larger pieces. The aesthetic stuff with lots of columns and rails and flag stand details and so on may get lots of comments and downloads, but those maps lag out the ass like 90% of the time. I have a go-to list of larger objects I start with when I build almost any map: the ramp XL, ramp 2x2, blocks 4x4 and 5x5 (also the 1x4 is a big favorite lately), brace large, coliseum walls, and others. I don't build entire maps out of such things of course, but when I'm crafting my basic layout I try to make as much stuff as possible out of these things, to get maximum size out of the minimum number of pieces. Most of these objects are low on glass and don't cause lag issues either. And as a separate benefit, you'll find that these kinds of construction materials tend to give you better gameplay - Halo relies on having strafing and running room in its pathways, and too many custom maps have lots of finicky tight spaces, hairpin turns, and steep angles that are just uncomfortable to play on. End that tangent. On to your questions - This kind of stuff causes screen lag in forge but not in a real game. Only things that render stress the engine. No. If it doesn't render, it doesn't matter.