| 11-11-2008, 10:03 AM | #1 |
From these two examples which one would reduce fps less than the other? Which would be with better performance or will they be the same? - Terrain deformation through multiple thunder clap/war stomp periodically - Terrain deformation through TerrainDeformCrater again periodically |
| 11-11-2008, 10:32 AM | #2 |
it can't be mesured imo... i think they are the same. cause he deform algorith is the same for both. the feature is spell deforms you can't control trigger one you can... ;P tds are anyway gay... (cause to much performance issues on decent terrains etc.) and also may desync in stupid behaviour (but its rare cases but may happen) |
| 11-11-2008, 10:42 AM | #3 |
Well the main purpouse I'm asking is because I wanted to know if the second method reduces less fps than regular Thunder Clap. I was making a spell that causes "claps" every 0.5 seconds for X seconds (yes, Epicenter from DotA if someone noticed that) and wanted less problems with it. |
| 11-11-2008, 10:56 AM | #4 |
do not use deformations, they corrupt savegame, cause lag, looks wierd. |
| 11-11-2008, 12:47 PM | #5 |
So, thunder clap/war stomp is better than scripted terrain deformation and would reduce less fps? |
| 11-11-2008, 03:01 PM | #6 |
set spell details to low in wc3 options, this will "disable" deformation lags for all spells, also it disable deformations... |
| 11-11-2008, 04:00 PM | #7 | |
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| 11-11-2008, 04:28 PM | #8 |
there is only one way - get new PC... this will surely stop lags. |
