Quoting nantukoprime, reply 42) Less on screen increases fps...which is really interesting, as in the last build it was the exact opposite. Number of pure individual units still causes fps to stutter with each new wave, and the more units in the wave the less the fps. Most noticeable around giants, but starts with catapultasaurs.
are you using the in-game framerate (that's forward slash key)? it's actually the render time, not the framerate. so lower numbers are better.
Nope, pure empirical evidence. I'll get back next time I play and actually post the render. It will be interesting to see how the measured render time compares to the actual play experience. The last build had a fps measure, and I remember how the game played at different fps.
What I was trying to convey was that zoomed in it's really fast until giants, then its slow but playable. Zoomed part way out it's slow but playable, almost unplayable when giants hit. Zoomed really far out it;s really fast until giants, then its slow but playable.
Edit: Just played 3 games. Waterfall level 3v3, but I'm the only real player.
Zoomed in real close (can see entire base at start): render of 100-150 during normal creep killing. Flashy Demigod fights range from 200-1500 depending on how many are in the fight and what misc. things are happening (1500 involved three demigods, a new wave spawning, and my death animation). Giants spawn raises it to 2000 while everything loads.
Mid level zoom (can see from base to central flag): render of 100-150 early game, grows to 200-300 around healers spawn, 400 around catapultasaur spawn, 1000 around angels spawn, 3000 around giants spawn. Drops back down to between 150-400 depending on what's happening.
Really zoomed out (ie. I'm at my health crystal and can see beyond the far side of the map beyond enemy base): drops below 100 for normal gameplay and ramps up to 300 around the end of the game. Constant during all demigod fights. Otherwise constant except at angels or giants spawn, then can ramp up to 1000 then drops back down.
Summation: New waves spawning at and after catapultasaur cause the game to spend a lot of time rendering. The closer you are zoomed in, the more what units are doing affects the render rate. For me, the game can quickly become unplayable since my normal mode of play is at a mid-level zoom.