It is not fear of the name, it is sheer disgust. It makes me throw up a little into my mouth just TRYING to say it
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Yes, it will since it'll be 64 bit. A 32 bit app can't access more than 2GB Ram (unless FG is LARGEADDRESSAWARE... and I don't think it is... it would probably cause more problems than it would solve.)
But I guess my point was that if it was a memory issue due to the 32 bit limitation I would not expect to see it manifest more easily on a 16gig rig than, say, a 4gig rig. And then there is the fact that I don't think I've seen a report of this issue ever happening to the Host (only a client)... and I suspect that the Host is probably more memory intensive... so there may be something else at play.
I am not ruling out other areas but the snippet of code I added to apply the image on the token are the functions that are used for the effects/etc icons. There is only one conditional check in the code I added as well. That seems to limit where the problem can be.
Yes FG is large memory aware.
Clients are not as efficient dealing with images as the host is. i.e. I believe the client loads into memory all shared (or once onpened?) images, not just those open at the moment. This means as a GM we will not see problems that the players will see due to process size limits, therefore we have to be careful keep our campaigns "efficient".
Yes FGU will solve this, it will also wash my car every Thursday evening :)
I can't speak for anyone else who has run into the issue, but we were using FG's Curse of Stradh, so I can't put this on the GM's inefficient campaign (and I think the only other extension was a calendar).
Is there a standard method to actually measure "efficiency" while using FG? Like looking at the task bar and checking out process usage?
On the player side, it's really about process size. This can easily be viewed. On Windows, just pull up Task Manager (right click on task bar) and go to the process tab. Look for fantasygrounds.exe (sort by process size is easiest). If that exceeds 3gb on a player's computer, then they are getting close (I forget the exact limit).
The other part to remember is about how much data gets shared and the bandwidth needed to share it. That's usually just a performance issue and is totally bandwidth (throughput, latency, contention/quality) dependent.
I haven't seen any errors, it works perfectly on my end. hmm
Going to spring this on my players tomorrow. I'm sure they are going to like it :)
Will let you know if we encounter any problems.
Used this last night and players loved it. No clipboard errors to begin with but partway through the session some of the players did have script errors which popped up.....