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Terrain Deformation and FPS

11-11-2008, 10:03 AM#1
azwraith_ftL
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
Toadcop
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
azwraith_ftL
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
DioD
do not use deformations, they corrupt savegame, cause lag, looks wierd.
11-11-2008, 12:47 PM#5
azwraith_ftL
So, thunder clap/war stomp is better than scripted terrain deformation and would reduce less fps?
11-11-2008, 03:01 PM#6
DioD
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
azwraith_ftL
Quote:
also it disable deformations
I'm already at Low on everything and I can still see the deformation. Still, I have problems with lag >_>
11-11-2008, 04:28 PM#8
DioD
there is only one way - get new PC...

this will surely stop lags.