SinbadEV wrote:If I remember from the discussing being refered too... we decided that lag was caused by the increased pathing calculations long before high poly units started being a factor... I mean games like Unreal have thousands of polys per object and fully rendered 3D terrain and they don't poke out... tests need to be run... someone should make a really crazy high poly sphere ground unit and see how many you can build and send out patrolling before it starts lagging, then do the same with simple OTA style peewees and see how close it is...
Quoted for truths.
I have a rather modest graphics card (radeon 9500pro), and if i turn down shadows (which are a bit much for a gfx card with that shading power), whenever it gets slow, its because of the non-graphics part of the game (even at 1280x1024).
Debug shows simtime (or what its called) needed 70%+ cpu...