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  1. #71
    Quote Originally Posted by celestian View Post
    It's strictly a memory thing. If you're using fewer maps/imagies and tokens you'll have less of a problem. I have issues when I'm running only the RIP indicators (updated for current release) and nothing else.

    Until FGU comes out I think it's just going to be a problem so I only use DM side indicators (which arent a problem).
    Yeah, that makes sense. I try to keep those down as well and it might be that that has helped "fix" this for me and not any perceived module conflict. What do you mean by "DM side indicators"? Color me intrigued....
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  2. #72
    It's very strange, it still works. I attached again new file.
    https://www.fantasygrounds.com/forum...1&d=1512727705
    Attached Files Attached Files

  3. #73
    Quote Originally Posted by Yujin View Post
    It's very strange, it still works. I attached again new file.
    https://www.fantasygrounds.com/forum...1&d=1512727705
    Yeah.. Used it last night with 5 players. Only one player had any issues with error. I think to Celestian's point, it is just a video memory issue, not an extension issue when the errors arise.
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  4. #74
    Trenloe's Avatar
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    Quote Originally Posted by Gwydion View Post
    I think to Celestian's point, it is just a video memory issue, not an extension issue when the errors arise.
    If you're getting D3D (DirectX 3D) Out of Video memory errors, then, yes - this will be an issue with the local video driver, graphics card/video memory. Especially if some people see them and some don't when viewing the same image/s.
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  5. #75
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    Quote Originally Posted by Trenloe View Post
    If you're getting D3D (DirectX 3D) Out of Video memory errors, then, yes - this will be an issue with the local video driver, graphics card/video memory. Especially if some people see them and some don't when viewing the same image/s.
    That is most likely my problem. Default graphic card in my laptop...
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  6. #76
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    Quote Originally Posted by Patou View Post
    That is most likely my problem. Default graphic card in my laptop...
    But its probably work-around-able by managing the content that you (or the GM) is sharing.
    Get rid of all the excess tokens.
    Dont share any GM reference books.
    Dont share every resource you have just because you have them.
    Keep maps to under 2mb and images under 1mb.
    Keep maps to under 2048x2048px and images under 800x800px.

  7. #77
    Quote Originally Posted by damned View Post
    Get rid of all the excess tokens.
    Dont share any GM reference books.
    Dont share every resource you have just because you have them.
    Keep maps to under 2mb and images under 1mb.
    Keep maps to under 2048x2048px and images under 800x800px.
    That right there is why I REALLLLLLLLY want FGU. I feel so confined when using maps.
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  8. #78
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    Totally agree Celestian!!! Bring on x64!

  9. #79
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    Quote Originally Posted by skj310 View Post
    Totally agree Celestian!!! Bring on x64!
    TBH I dont think that 64bit is really the issue here.
    The current game engine isnt very efficient in the way it uses memory for graphics.
    A more efficient game engine rather than more memory is the preferred solution.

    Will it really help with the GM having a 64bit system with 16GB of ram when one or more players only has 4GB?
    IMO 64bit itself is not the solution.

  10. #80

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    Quote Originally Posted by damned View Post
    T
    Will it really help with the GM having a 64bit system with 16GB of ram when one or more players only has 4GB?.
    Yes, because there is virtual memory and folks aren't limited to their RAM (nor are they now, but the address space limits even how much virtual memory you can have).

    I am not disagreeing that a more efficient engine will help, but even if they simply duplicate the current engine in the FGU platform, it will solve many problems.

    Bandwitdth, however, it won't solve. So people will still have to be careful about how much they share at any one time.

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