Invisible, Inc.

Invisible, Inc.

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LuxQSD Sep 20, 2014 @ 11:10am
Lag on agent movement.
Has the lag on agent movement been fixed yet? Or is there a workaround? Whenever i move an agent he freezes on the tile for a really short time. The game is totally playable, but the lag is noticeable.
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Showing 1-8 of 8 comments
Gekkibi Sep 20, 2014 @ 11:34am 
I too have lagging when I move the agents. It's nothing serious, but it causes a mild headache if I play for too long.
CarThief Sep 20, 2014 @ 11:57am 
Hm, it happens from time to time on larger maps at my home computer (especially on larger maps), i'm thinking its gotta do with the whole drawing line of sight and brightening/darkening of the seen and unseen areas, not to mention checking the map structure for how to make em and see if there's any enemies in sight.

Its not too noticable on my computer which is probably average by now, though when playing it at work through a USB stick, it can be alot more slower and noticable (but that's to be expected from running any game on a USB stick :P). Of course that computer, while slightly modified to run games better, hardly competes with what i got at home.

Ah well, not an big issue here, its just kind of annoying on slower computers.
Gekkibi Sep 20, 2014 @ 12:16pm 
My computer is a Beast (32GB of RAM and everything else is on a par with that). The weakest link is that I have the game on my HDD and not on my SSD. Still, I doubt the game has to access the drive repeatedly.
pekbro Sep 21, 2014 @ 8:12pm 
Ive been getting a fair amount of lag as well.

My pc is no slouch either...

i7 4770k 16Gb, dual GTX770

3D Mark FireStrike score of 13k or so...which is pretty decent. --top 20% last time I ran it anyway...

It shouldnt be chugging on a flash based game like this... (not a flash game I know, but their
assets begin as flash and are directly imported into their proprietary engine.
To keep geometry at a minimum I would imagine).

-Cheers
Last edited by pekbro; Sep 21, 2014 @ 8:36pm
Zanoab Sep 22, 2014 @ 11:04am 
The game calculates the pathfinding, if the agent is detected, what can be seen by the agent (every step), if the agent will be interrupted, and of course save before starting the animation. It is a lot to do but you can try to break up the lag into smaller pieces by splitting a move into pieces. It seems this may have been designed for AI controlled units (figure out and keep the enemy from creating traffic jams which is a common problem for turn-based strategy games) and they might have reused it to save time at the cost of a little lag before every move.
pekbro Sep 22, 2014 @ 9:44pm 
Originally posted by Zanoab:
The game calculates the pathfinding, if the agent is detected, what can be seen by the agent (every step), if the agent will be interrupted, and of course save before starting the animation. It is a lot to do but you can try to break up the lag into smaller pieces by splitting a move into pieces. It seems this may have been designed for AI controlled units (figure out and keep the enemy from creating traffic jams which is a common problem for turn-based strategy games) and they might have reused it to save time at the cost of a little lag before every move.


That makes sense.

They should try a flow field and add the guards cones of vision as a cost gradient...

-Firestrike is actually top 3% on my pc. Its not supposed to lag ;)
Graceful Stool Jun 14, 2015 @ 1:46pm 
I have this game installed on two different PCs and one has lag on agent movement and the other doesn't. I get the lag when playing on my i7 with a Radeon HD 5850 video card but not on my other PC which has a core 2 duo with a GTX 560 ti video card. Both video drivers are up to date. Is this possibly a AMD issue?
Last edited by Graceful Stool; Jun 14, 2015 @ 4:45pm
JimThePea Jun 14, 2015 @ 2:13pm 
I get this issue after playing a long session, I assumed it was some kind of leak or something as restarting usually fixes it for a while.
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Date Posted: Sep 20, 2014 @ 11:10am
Posts: 8