Seems like my CPU is getting hotter. I don't have that at map start.
edit:
I'm guessing it is a memory leak. I can bring the FPS down to 2 when idling in the middle of a bunch of weak monsters. If I die and shop at the town, my dialogs start FPS lags...
If I restart the map and let me hit again from multiple monsters, the FPS behave normal again. Even the first few hits don't really mess with the FPS.
edit:
to clarify this, I'm talking about my D1 map...
edit:
testing stuff in editor for "lagability" or RAM usage increase:
-text markers: no, only eat FPS when many many are displayed on screen.
-get & set custom values: no FPS decrease
After testing my map again, the used RAM by sc2 stabilizes, but the fps decreases are still happening.
CPU and graphics card temperatures are ok. Ok means not super high. With the big stress tests before it became hotter.
min (stress test with other map), max (stress test with other map), what I have:
CPU temp: 39, 50, 45 (middle, not high, normal heat)
graphics: 36, 55, 36 (has nothing to render because the game freezes, not the card denying it)
It is getting worse as longer the game lasts. After 20 ingame minutes, the fps drop to around 0 every few seconds. Currently there are maybe 400 running units on the map and many units that act as dungeon walls. But that ate 2-3 fps before patch. 3 monsters are attacking (-> starting unit is beeing attacked event) and 4 are trying to reach my monster, but are blocked by other units.
The activity stays between 1 and rarely 6, the arithmetical value is between 2 and 3. The average execution time of the unit is beeing attacked event is 0.112 ms. Total execution time of that trigger: 0.3 seconds during the whole time atm... Other triggers are rarely running.
The game is so slow that I can see the fps drops (the graphical output freezes, sound works without lags) with every time a unit is being attacked...
NEW TEST:
Now I'm disabling the damage calculation + dealing in my trigger (I was calling an action function).
Result: execution time was cutted to ~ 0.05. FPS keep decreasing.
So NEW TEST:
New map with 2 Zerglings with modified damage ( 0 damage ) and 1 trigger that runs when a any unit of any player is being attacked.
RESULT:
The event "Unit is being attacked" doesn't work properly and causes insane lag for a single event.










