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division sized scenario


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I was just curious to see how the new 1.11 works with huge ,I mean HUGE scenarios.So I made a map 4km/4km with hills,woods and lots of buildings.Then I recruited almost an infantry division and a few tank companies for each side.Guess what?! It runs as smoothly as an angel,the same as if it had only one squad!

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some of my boys were indeed moving,also some of the vehicles.I didn't wait to have contact with the enemy,but do you think could it be a major drop in performance during the firefight...???

Maybe, just curious, there is a big performance difference between looking at a corner of the map with nothing moving and watching the entire map with a firefight going on. Just wanted to clarify what the conditions were.

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Actually I had this prophecy that the Normandy game will actually be a Massively Multiplayer online game where each player would be commanding a company on a map reaching from Normandy to Netherlands. In addition to usual brawls between guilds and clans (which are known as 'Allies' and 'Axis') you can get 'quests' such as stealing a Nazi gold treasure or assassinating your Führer.

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That´s interesting.

In my own tests the biggest performance hits come from elevation locks. These are the black elevation points you make on the editor. As you start a map all points have the same elevation. As you click on them you lock them and they become black. The more detail you add to the elevation with more and more black points with different numbers the more you will see your loading time increase. And also this will have a huge impact on the performance of LOS calculations.

Of course huge forces, trees and buildings, all affect performance.

But from the maps I tested elevation locks are the one factor that has the biggest impact on performance.

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