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Terrain Deformations & Lag

03-29-2007, 05:37 PM#1
Rising_Dusk
Title practically says it all.
Is there any trick that can be used to make terrain transforms, specifically ripple effects, not lag?

It seems no matter what I do, unless I make it barely visible or don't make it at all, then it seems to drop FPS to under 5.
And no, my computer does not suck.

I'd like to not have to remove them from my map.
Help appreciated.
03-29-2007, 06:08 PM#2
grim001
I've noticed that doodads make terrain deformations lag very badly.
03-29-2007, 06:38 PM#3
emjlr3
deforms have never liked my maps, for ex.

using an ability based off warstomp, seems to wreck my games for the next second or two, even though the deform is barely anything
however, maps such as Allstars have warstomp on a few heroes, but it never seems to lag at all when used
Why? I am not really sure, maybe it has to do with doodads, prolly no though

Anything more then that, such as actually creating one with triggers, is mega bad news, and I stay away from if at all possible, atleast in my experience
03-29-2007, 07:27 PM#4
Dil999
Warstomp makes a ripple? ...Thats news to me.
Thought only shockwave makes a ripple. In one of my maps I had a pulsation of 16 shockwaves shooting out in different directions, originating form one point. Thing is i get absolutely no lag when doing this, even when the initial point is knocked down by atleast 150.
03-29-2007, 07:32 PM#5
Toadcop
yes difinetly it lag more whan more destructibles + doodads you got
+ i think when more modifated the terrain is (cutom heights/deeps ) when more it lags because war3 engine is also not a wonder or some magic it need also to calculate terreain surface and after this modify it !
is then more flater and less decorations you use so faster will be your map by terrain deformations...

(if you got a cool terrain so i would say you can't make something to push the performance...) so decide ;) !
03-30-2007, 09:25 AM#6
MaD[Lion]
terrain deform lag alot tats for sure. But not tat bad, if its only like less than 10 then i dont think it lags
03-30-2007, 10:24 AM#7
Blackroot
Code:
native TerrainDeformWave takes real x, real y, real dirX, real dirY, real distance, real speed, real radius, real depth, integer trailTime, integer count returns terraindeformation

You can't expect something taking that many parameters to be quick ;P. Terrain deformation deals alot with 3D math, if your video card has low memory it won't be very quick. One of my friends has a system with two 768MB video cards, looping terrain deformations just decimates his comp. Blizzard probably could have done a better job, but there's good reason for games (WC3 or not) rarely having alterating terrain heightfields.
03-30-2007, 11:39 AM#8
Rising_Dusk
Yeah I realize that.
But the ripple effect is really integral to a spell I'm making, I just can't afford to use it when it drops FPS to under 4.

Well that's very unfortunate...
Oh well I suppose.