@corvathranoob said in An "Unlimited Unit Cap" Option:
@sprouto Ok thank you for that. Is there any difference between units and buildings though? It would make sense to me that 500 zthuees floating along are a bigger issue than 500 pgens or mass fabs or whatever. E.g. the 500v500 asf fight that drops sim speeds to -9 clearly is more demanding than units that just sit there, so I'd guess buildings that never move are similarly less demanding to process. If that's the case we could consider adjusting it somewhat, but if not then leave things as is.
To give you another perspective: collision detection between projectiles / units (including buildings). Algorithms can 'cut out' units that are far away quite easily, but if they're all stacked on one another it quickly turns into O(n^2), which is expensive for real time applications. That is why ASF fights can be so demanding, but having various fights in general across the map is fine.