garrion_sw
January 4th, 2020, 05:43
HOST: Windows 10, 24 GB RAM, Fantasy Grounds Unity Ultimate
CLIENTS: 3 PC and 1 Mac via Cloud connect
RULESET: CoC 7e
SESSION LENGTH: 4 hours
OBJECTIVE: This test session was done to test the capabilities of the software in its current beta over the length of a standard game session.
The host ran well with a few moments of lag sporadically through the session, most notable when the clients were going through the connection process. However this also happens in classic so it was not unexpected. There were no crashes to the host during the process, nor any script errors. The clients however had several instances of losing connection, the mac being the worst. During the 4 hour session there were about 8 instances of the Mac client dropping from the host. The PC clients did much better, but they also had a few drops from the session. One of the clients received a string a script errors in conjunction with a disconnect at one point. The overall amount of lag for the clients varied but did seem to increase through the length of the session.
One item of note is that the client computers did not experience a system wide slow down of their processing. Web browsing and other functions behaved normally. The lag was only occurring within the FGU program.
The map in use during the session had a large amount of walls, doors, and terrain VBL layers. The VBL of each type performed as expected and the clients were able to interact with it as expected. There was one unusual effect though where all the PC tokens could see each other even if they were not in the same room and the area was out of their sight. The area would be dark but the companion PC tokens would appear on the black portions of the map. NPC tokens were hidden from view as expected. The clients were able to handle a relatively large amount of tokens on the map, around 20 at first. At another point there were about 45 tokens on the map and this brought the clients to a virtual halt due to lag issues. There was lag in typing, dice rolls, and movement of tokens - sometimes by as much as 10 seconds. Again the mac had worse issues with this and came to the point where they could not even interact with the character sheet to make dice rolls. The host computer never experienced any of these issues, beyond a little difficulty "grabbing" a token for movement. You had to be very deliberate about clicking and holding on it for a moment before starting the move.
Another unexpected issue was that each client could only see their own icon in the top left of the screen. Normally each client that has claimed a PC is able to see each other but not in this case. The host was able to see all connected clients and their claimed characters. The clients also lost the icon for their own characters in the top left after disconnecting and reconnecting. The only way to open up the character sheet was by going through the CT or double clicking the token on the map.
Interacting with the UI was a breeze. Zooming, panning, and window movement was much smoother than with FGC. The boundless map is a welcomed feature for continuation of maps. The ability to place map images as tiles on their own layer is wonderful. This lets you snap map segments together to make one large map, hiding and revealing each layer as desired. It also allows the layering of multi-level maps. The maps can be scaled within FGU to fit the grid and stacked over the top of each other, switching them on and off as the party changes levels and each layer having its own VBL designated. The boundless edges let you continue off-map with hand drawings or theater of the mind. Though I have owned FGC for many years, I have a lengthy background with MapTools. This nearly matches the capabilities of that program's mapping abilities which is a major accomplishment. Nothing has ever been able to come close to its capabilities in that arena. Other than the lighting and personal vision limits that are planned down the road I'd say you have hit a home run here. FG offers the total package in campaign management, play tools, and mapping capabilities with Unity.
All in all, I believe this test session went well considering that the software is not ready for live session play. I was able to put the program through it's paces and detect a few flaws. I hope this report helps in some way.
CLIENTS: 3 PC and 1 Mac via Cloud connect
RULESET: CoC 7e
SESSION LENGTH: 4 hours
OBJECTIVE: This test session was done to test the capabilities of the software in its current beta over the length of a standard game session.
The host ran well with a few moments of lag sporadically through the session, most notable when the clients were going through the connection process. However this also happens in classic so it was not unexpected. There were no crashes to the host during the process, nor any script errors. The clients however had several instances of losing connection, the mac being the worst. During the 4 hour session there were about 8 instances of the Mac client dropping from the host. The PC clients did much better, but they also had a few drops from the session. One of the clients received a string a script errors in conjunction with a disconnect at one point. The overall amount of lag for the clients varied but did seem to increase through the length of the session.
One item of note is that the client computers did not experience a system wide slow down of their processing. Web browsing and other functions behaved normally. The lag was only occurring within the FGU program.
The map in use during the session had a large amount of walls, doors, and terrain VBL layers. The VBL of each type performed as expected and the clients were able to interact with it as expected. There was one unusual effect though where all the PC tokens could see each other even if they were not in the same room and the area was out of their sight. The area would be dark but the companion PC tokens would appear on the black portions of the map. NPC tokens were hidden from view as expected. The clients were able to handle a relatively large amount of tokens on the map, around 20 at first. At another point there were about 45 tokens on the map and this brought the clients to a virtual halt due to lag issues. There was lag in typing, dice rolls, and movement of tokens - sometimes by as much as 10 seconds. Again the mac had worse issues with this and came to the point where they could not even interact with the character sheet to make dice rolls. The host computer never experienced any of these issues, beyond a little difficulty "grabbing" a token for movement. You had to be very deliberate about clicking and holding on it for a moment before starting the move.
Another unexpected issue was that each client could only see their own icon in the top left of the screen. Normally each client that has claimed a PC is able to see each other but not in this case. The host was able to see all connected clients and their claimed characters. The clients also lost the icon for their own characters in the top left after disconnecting and reconnecting. The only way to open up the character sheet was by going through the CT or double clicking the token on the map.
Interacting with the UI was a breeze. Zooming, panning, and window movement was much smoother than with FGC. The boundless map is a welcomed feature for continuation of maps. The ability to place map images as tiles on their own layer is wonderful. This lets you snap map segments together to make one large map, hiding and revealing each layer as desired. It also allows the layering of multi-level maps. The maps can be scaled within FGU to fit the grid and stacked over the top of each other, switching them on and off as the party changes levels and each layer having its own VBL designated. The boundless edges let you continue off-map with hand drawings or theater of the mind. Though I have owned FGC for many years, I have a lengthy background with MapTools. This nearly matches the capabilities of that program's mapping abilities which is a major accomplishment. Nothing has ever been able to come close to its capabilities in that arena. Other than the lighting and personal vision limits that are planned down the road I'd say you have hit a home run here. FG offers the total package in campaign management, play tools, and mapping capabilities with Unity.
All in all, I believe this test session went well considering that the software is not ready for live session play. I was able to put the program through it's paces and detect a few flaws. I hope this report helps in some way.