Please remove the ingame animation fps cap from units

I agreed with the topic for the removing the 30 frames limit from the animations! Having more frames as they say in the world editor would be ideal

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i checked version 1.20 (needed the CD to start the editor lol, good old vibes).

its the same with this version of the game. fluid animations in the editor, but low fps animations in the game.

this is wc3 classic, as reforged cant change game speed on the fly.

i recorded this scene in the editor, ingame at gamespeed “fast” and “slow” and sped up “slow” in post to 160% to match the “fast” speed. i might be a lil bit off here since 160% seem odd, but 150% looked too slow and reports about “fast is 2x slow” made it go way too fast.

judge for yourself.

in my eyes “fast” clearly is the worst, as animations look kinda rough and stuttery. compared to editor they even seem to miss animation keys. watch the statue, it jumps at one point, whereas in the editor its a very smooth up & down motion.
now the sped up “slow” footage looks kinda better than “fast”, but its still the same borked animation playback, as the statue still jumps and has no smooth motion.

my conclusion is:

editor has waaaaay superior animation playback to ingame and should be 1:1 source material. something happens in wc3 that screws over the animations - looks almost like a compression of some sort, or thrown out or ignored animation keyframes or a timing screw up or something.
it seems like “fast” is somewhat interpolated, as the “slow” footage looks a lil bit smoother, but its still borked.

bottom line: animation playback in wc3 is generally fooked. can it be upgraded to editor like performance? maybe i guess?

the difference in playback quality is kinda staggering tho. in my eyes this is one major point to tackle with reforged. its a waste to throw the new models (and the old actually) at this animation system.


The frames have to be limited, in order to be compatible with Classic.

Classic backwardsness is hat will inevitably kill Reforged, in more ways than one.

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there is no “classic” - reforged will replace classic - classic will be reforged with classic assets. its the same engine. the old animations are getting borked as well as the new ones. and it has been like this probably forever. i checked version 1.20 and its the same. it has been an issue for almost two decades now.

the question rather is: why does the editor play the animations nicely for every game version, and the game doesnt.

why would you truncate your nicely done animations? i could just come up with performance reasons. and thats clearly not an issue anymore.

we also know now that the animations probably are getting screwed before being attached to the game time/speed or rather changing the game speed does not bring up editor like quality, which could have been the case.

looking at it like that, i’d guess you could make it work for both classic and reforged. but it might break alot in the process - maybe not. who knows.

can some dev give us some infos here?

Great research

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Still has to be compatible, Classic will not get an engine upgrade.

They should bump classic then.

No, they just want you to purchase the high-rezz skin pack, known as Reforged.

Reforged is just a way to get microtransaction into War3.

Oh yeah and Blizzard forces you to buy Skins etc…

no, thats not correct. the classic client already got an engine update. but thats irrelevant as everything thats currently wc3 classic will be migrated into the reforged client with classic graphics. the old wc3 will be gone entirely. there will only be one game version, and thats reforged. buying reforged gives you the slider to enable reforged graphics, the game, however, will be the same.

that aside, the animation problems already existed way back in classic… so either way you’d hope they’d fix that issue. it would have been worth for classic alone, but with reforged in mind that fix is kinda mandatory. and if reforged gets fixed, the “classic reforged” will be fixed aswell.

they kept the framecount and timings from the old animations for the new, that means they are drop in replacements. fixing that animation bug will probably work on both if it works for one.


Source please?

common sense. theres only one starcraft version, too.

why would you have wc3 classic on a different bnet service, wc3 reforged with classic assets and wc3 reforged with new assets? and everything they change on reforged needs to be backported to classic wc3? no way they gonna fork wc3 like that with reforged - they want everyone on the same platform.

if they wanted to do it that way, they wouldnt make “classic mode” in reforged.

with the release of reforged wc3 classics bnet service will be shut down as wc3 classic will be patched /converted into wc3 reforged using the new battle net service with launcher integration etc. that also means all classic accounts will be wiped, except for they manage to establish a possibilty to link one wc3 classic account to your bnet account to retain unlocked icons.

with the release of reforged the classic client will be gone, therefore they dont need to hold “compatibility” with wc3 classic - just compatibility with the classic assets.

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Ugh. Why is it so hard to replace a (probably) integer-based frame count timing system (to determine when attacks hit, etc.) with a percentage-based one (percentage of animation length)? Convert the values. Done. Then you can uncap the animation FPS and enjoy smooth animations that don’t make the game feel like it performs like crap.

Do I have the right idea? Or is this more complicated? sigh

This matter is way too important to not bump. If Classic wc3 is a problem, then they should uncap fps for both versions however they do. It’s a colossal way to waste new hd models, and i’m tired of being locked to what 18 year old Wc3 can offer.