When you play with two or more people in multiplayer, the game seems to make some small changes to reduce the CPU load. For example, the yellow light around frag grenades is not rendered. I wouldn't expect a [ligh] to be CPU intensive, but that's just one that I've noticed.
I'm wondering if it's possible to force the game to make those changes when there is only one player.
I've made a smoke grenade that has some intensified effects ([effe]), and it lags the game significantly with one player, but with two players, I can throw 3 or 4 grenades, with both players looking at them, and the lag isn't nearly as bad. I have stripped absolutely all the unessentials from the detonation [effe], so I can't think of any other way to make it less laggy.
It would improve the gameplay and buffer against freezing as well.
CPU conservation in multiplayer
- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
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CPU conservation in multiplayer
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
If you want to know how I did something, take apart my mods.
hmm, lower the amount of particles spawning maybe? I dont know if its in my tut, havent looked at it in a while :P, but there is a reflexive that deals with how many particles are spawned durring an effect.

"Before you criticize someone, walk a mile in their shoes. That way after you make fun of them, you still have their shoes."-Dranciel ಠ_ಠScottyGee wrote:Smokers suck >_< (to avoid someone saying it later, both literally and in the derogatory way)