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Soleron said:


As someone with some programming experience, I would say there is effecrively no overhead to just not transmitting that information until it was needed. But it would need to be put in from the beginning. They should have done it.

Computer A would just have to ask B: "This is my vision range. Please send data for all your unit positions that might affect me." So a maphack would reveal a few screen-inches outside the legit vision range, not all of the map. This is negligible compared to the traffic for requests like "Can this unit see/shoot your unit?" times 200 times 200 = 40000 (obviously with significant optimisation it won't be that many, but still).


This is a game where tenths of a second are seen as large amounts of time. People were complaining about the 250ms lag time that was unavoidable in beta. Dropping it down damn near crippled their network as well. Further an army of 400 zerglings being created simultaneously would bring the best system to its knees. Some of the base defense maps do a fraction of this with serious performance issues.



Starcraft 2 ID: Gnizmo 229