Hi! so recently I was thinking about how Gimkit maps lag, like a lot of the time. and how there are some steps we can use to help optimize our games to prevent too much lag. but in order to find ways to prevent lag, we need a list of the things that cause it. so I’m deciding to make a list. I also want to shed some light on optimization in Gimkit creative, as its an aspect of creating maps not many people talk about.
Causes of Lag.
Respawning.
Too many objects in one given area.
Server Stress from devices that are invisible in the game, but are visible pre-game.
Too many objects - Only use as many items and objects as you actually need
Server Stress - Make a lobby away from these devices, it makes them not appear on the players screens, leading to less server stress.
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More will be added as more causes to lag are discovered. Feel free to share causes for lag in the replies to help and maybe even ways to optimize it. optimization is a part of GKC that I feel is skipped over quite a lot and I feel should have more attention towards it (after all the more ways that your game can be played at decent performance, the more players can enjoy your game).
I have a small question, do wires count too right? Because I have a lot of wires on my map (I didn’t know back then that you can use multiple channels at the same time) and devices like triggers, counters and so on are far away, I specifically removed them so that they wouldn’t interfere, but it still starts to lag when I approach the wires, and when I move away the fps starts to rise to a stable level.
so this happens because of the wires, right?
there are also a few barriers, but I don’t think it eats up much CPU
actually yes! it does infact make the game lag, which is another reason why its better to use channels since they aren’t an actual object that needs to be rendered to the screen.