- Joined
- Nov 25, 2008
- Messages
- 1,309
When I create dozens of terraindeformations with crater deformations the game decides to cap out the core that it runs on. Are they that bad on performance?
Depends on the amount of objects that may get tilted due to the ground deformation.
Not entirely sure. All that I know is that the deformation results produced are not deterministic and so will produce different results depending on the system that runs them. An example may be that systems running WC3 on low visuals (settings turned down) may have them lacking detail or even be missing entirely. Maybe only if get location z is used will it introduce the non-deterministic results into the game such that an out of sync occurs but the fact is that deformation results are not deterministic and can be different from system to system.Besides getting the terrain height at a point how can deformations desync players? Again, my map uses it exclusively to generate the entire terrain and no one has disconnected before.
Wc3 does not use z for gameplay on default. So no, you won't get desyncs by just using terrain deformations. I do not know how it is system-dependent, maybe it only affects the transitions or the models of walkable destructables.
PanCameraToWithZ()
breaks.Visual settings change how they are computed. They should be fully deterministic between two clients running the same version of WC3 at the same visual settings. Most noticeably is when set to low they may be missing or produce very crude results.Wc3 does not use z for gameplay on default. So no, you won't get desyncs by just using terrain deformations. I do not know how it is system-dependent, maybe it only affects the transitions or the models of walkable destructables.