gwHero wrote:What do you mean by a 'regular' Tick()? Having no override and no extra code?
I mean, no user Tick(). Just whatever the engine defaults to. Of course if you have custom behavior (say for monsters), this would be unavoidable. But context in thread is static decorative objects. The point is, just rolling with the engine and simply sticking in a +NOINTERACTION is a better solution, VS trying to hack around it actually producers a much larger think time. Even if all I literally do is provide an empty Tick override. 1 to 3 ms VS 10 ms!
krokots wrote:How much Tick overrides will actually produce some visible lag? I've only did this with my 1000 vs 1000 pinkies battles, and inside Tick override, every one had Actor Iterator within another Actor Iterator. Just then I got definite lags, but it was still very much playable.
I tested with static decorative objects. The situation changes completely with monsters, who you obviously need custom Tick overrides otherwise ZScript would be pretty much useless.
You can gauge performance of your script code by typing "stat think" in the console.