| 11-27-2008, 08:58 PM | #1 |
I was just wondering the exact reason for the graphical errors. Is it the poly count reaches too high of a value for the video card, or is it to do with the wc3 engine not being able to handle drawing that many polies. If you are unsure of the errors I am talking about, make a script to create 1000 footmen at the same spot. |
| 11-27-2008, 09:31 PM | #2 |
Wc3 has a triangle rendering cap, so once it's reached, the game still renders things, but it can't be controlled anymore. Like, all the polys sticking out, going through everything, models disappearing, and shit like that. It's a known issue though. |
| 11-27-2008, 09:49 PM | #3 |
I think that it happens at different polys depending on the computer, doesn't it? I might just be insane. |
| 11-27-2008, 09:55 PM | #4 |
No, it's wc3's cap. |
| 11-28-2008, 12:54 AM | #5 | |
Quote:
Thats what I thought. Anyone know the value or have a rough estimate on the number of polies that can exist before wc3 takes a shit on my screen? |
| 11-28-2008, 01:03 AM | #6 |
#poly in footman X #footman |
| 11-28-2008, 01:44 AM | #7 |
I got the same error too, it can be replicated with mass attack projectiles. |
| 11-28-2008, 02:36 AM | #8 | ||
Quote:
Quote:
|
| 11-28-2008, 04:26 AM | #9 |
It's not just graphics. The wc3 engine just doesn't handle large quantities of units well. Try spawning 400 units and order them to move somewhere- it will do it, but staggered, and not nearly as instant or fluid as say, 100. |
| 11-28-2008, 07:34 AM | #10 |
We're talking graphical issues, not physical game-play issues. Like, you don't actually need to see anything to play, it just makes it more fun, really. |
