Due to the recent resurgence of spam, we have temporarily disabled user creation and page editing/creation as we resolve the issue.

Resource Usage & Optimization

From Snapwiki
Revision as of 2016-07-09T11:10:55 by ThePunchy (Talk | contribs) (Created page with "== Empty map == Empty map with no modules uses 4.02% Network, 0.58% Objects, 1.08% Network. == Objects == All objects can be separated in 5 different classes by their use of...")

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Empty map

Empty map with no modules uses 4.02% Network, 0.58% Objects, 1.08% Network.


All objects can be separated in 5 different classes by their use of map resources. All objects within the same class use exactly the same amount of resources regardless of their type and properties

Light objects

These use 0% Network, 0.01% Objects, approximately 0.02% Memory. This class includes objects from the following categories:

  • AI
  • Audio
  • Communication: Message, Callout, POI Settings, Objective
  • FX: Spot and Point Light
  • Gameplay: Map, Module, End Game, Gameplay and Score Settings
  • Player & Team
  • Events and Item Spawn Settings
  • Flow
  • Input/output nodes used in logic chains

This class of objects consume the least amount of resources per object. They use more Memory than Objects, so Memory is their limiting factor. A map may contain at most approximately 5000 Light objects.

Heavy objects

These objects use the same amount of Objects and Memory as the Light ones: 0.01% Objects and 0.02% Memory. The difference is that they also use 0.15% Network. This class includes objects from the following categories:

  • Communication: HUD Settings
  • Exploders
  • FX (except for lights)
  • Gameplay: Teleporter Pad and Destination, Camera
  • Interactives
  • Small & Large props.
  • Pickups.
  • Spawners: Encounters and item spawners
  • Variables
  • Volumes
  • Weapons

For these objects the limiting factor is Network. You can only have around 645 оf those in a map. These objects all use the same amount of resources each, whether it's a fancy FX, soda can, huge crate, volume of the size of the Foundry module, or just a boolean variable.


Aside from 64 demon limit, they also use 0.15% Network, 0.30% Objects and 0.02% Memory. Again, all demons are equal, whether it's a Baron of Hell or a Possessed Worker. 1 Demon is equal to 1 Heavy object in terms of Network and Memory and 30 Light/Heavy objects in terms of Objects.

World Text

These objects use 0% Network, 0.40% Objects (more than a demon!) and 0.04% (0.0385%) Memory. The limiting factor here is Objects footprint. You can have at most around 250 World Texts in a map.


These are created when you attach a new module to an existing one. They cost 0.30% Network, 0.01% Objects and 0.02% Memory. (2 Heavy objects in terms of Network).


  • All modules use different amounts of Objects and Memory.
  • Usage of Objects and Memory are not correlated. Let's take for example Foundry (9,03% O, 7,92% M) and Molten Vats (10,64% O, 4,94% M). Foundry uses ~3% more Memory, but Molten Vats uses ~1,5% more Objects.

Total usage of resources though is proportional to the size of the module.

  • Usage of Objects may vary between 0.11% (Coupler Small) (~1/3 of a Demon) to 10.64% (Molten Vats) (36 Demons, 27 World Texts, 1064 Light/Heavy objects).
  • Usage of Memory may vary between 0.28% (Coupler Small) (14 objects) to 7.92% (Foundry) (~400 objects)
  • All modules when placed first have all their properties disabled except for the sound layer. Unlike Audio objects, which are Light objects, sound layers' Audio objects are Heavy, that is, they add 0.15% Network per Audio. By just disabling sound layer in all modules and manually placing 3D Speaker and Roomtones you can save some Network for free.
  • Most modules (with disabled sound layer) don't use Network, but some do (like Skylight Nine – 0.59% Network), probably because they have embedded Heavy objects.
  • Changing Module's environment doesn't cost any resources.
  • Adding Prop Layer and Floor/Ceiling/Wall clutter works like adding Props. These props, unlike Large/Small props, are Light objects, (they don't use Network). Use them instead of manually placed props when possible to save some Network. Props/Clutter use Objects/Memory in 1:2 propotion.
  • Decals use Objects/Memory in 1:1 proportion.
  • Different modules have different amounts of decals/props/clutter. The larger the module is, the more clutter/props/decals it will have.


What does not affect resource usage?

  • Changing any properties of existing Objects.
  • Adding connections in logic chains without creating new input/output nodes.
  • Changing Environment property in Modules.

Network optimization

Network is used by Heavy objects, Demons, some rare Modules, sound layer in Modules. All objects use 0.15% Network, except for Doors (0.30%) and Modules (up to 1.19% - The Vats). Strategies:

  • Disabling sound layers in all modules and placing audio nodes manually.
  • Using only one reference to Variable object in a whole map.
  • Using prop layers in modules instead of manually placed props, when possible.

Objects optimization

Ordered by usage: Most Modules (0.11%-10.64%) > World Texts (0.40%) > Demons (0.30%) > Doors/Light objects/Heavy objects (0.01%) Prop/clutter/decals layers in Modules may use from 0.01% up to 1% Objects and more. Strategies: Replacing World Texts with other means of communication. Replacing Demons with Single Demon Encounters. Giving up Module's clutter/decals, especially in big Modules, especially decals (1,12% in Molten Vats). Using Modules with smaller Objects footprint.

Memory optimization

Ordered by usage: Modules (0.28%-7.92%) > World Texts (0.04%) > Demons/Doors/Light objects/Heavy objects (0.02%) Strategies:

  • Replacing World Texts with other means of communication.
  • Giving up Module's clutter/decals, especially in big Modules, especially decals (e.g. decals use 1,12% in Molten Vats ~ 112 objects).

General tips

  • Use multicasting when possible (avoid creating extra input/output nodes).
  • Hovering over different objects in Object Menu will immediately add their resource usage to the indicators, so you can figure out, how much resources an object of any particular type will use before adding them. This way you can easily distinguish Heavy objects from Light ones by looking at a Network field.
  • The above trick does not work well with Modules – predicted resource usage for them will always be less than the real one that will be shown after actually adding the module to the map (by 1-2% for large modules).