View Full Version : FG slows down
Caracalla
January 24th, 2021, 16:41
Hello!
I ran a session yesterday. It was a fight on an average map, 5 pc vs 10 npc, masking but no LOS. It started ok but after some rounds FG slowed down heavily. Moving tokes became extremely slow, rolling dice did not result in anything and everything became slow slow slow. I restarted FG and things worked better but is was getting slower again as we played on. I am playing Rolemaster with most additions and using FG unity. Is this a common problem? Does things work better in standard FG or with another game?
Best,
Moon Wizard
January 24th, 2021, 18:13
This hasn't been reported as a problem generally; but perhaps something unique to your campaign/scenario/ruleset is causing an issue, or triggering a bug.
Can you provide a copy of your campaign folder zipped up via DropBox link? Also, how many players were connected? Can you also provide a copy of the GM logs when this is happening?
Regards,
JPG
YAKO SOMEDAKY
January 24th, 2021, 18:40
Moon Wizard I am a frequent visitor to the Forum and I am facing the following problems (with and without extensions) which is the slow loading of the information in the spreadsheets, something that happens only at FGU and another thing I have noticed is that to solve the scrolls of Rolemaster (again with and without extensions) the resolution table takes a long time to open and show the results, I know they are working on improvements and new features for the Unity version, but I would like to know if they are working with the performance issue and if there is a possibility to change | improve the crashes that happen as players connect to the table (this happens even with tables already played before).
Thanks in advance for the excellent work and commitment of the team!
Caracalla
January 24th, 2021, 20:08
Yes, I face the same problem.
ColinBuckler
January 25th, 2021, 00:54
I have a similar issue ( D&D 5E ) - problem occurs in FGU when there are a lot of NPC's ( 20+ NPC's and 6 Players/PC's ) in the combat tracker and on the map).
Slowness in FGU responding to opening windows, moving NPC's, dice rolling (have seen it as bad as 3 or 4 secs to respond to dice rolling)
As soon as the PC's start killing the NPC's and they are removed from the map, Fantasy Grounds starts to speed up.
Moon Wizard
January 27th, 2021, 18:38
@Caracalla,
I responded via PM, but haven't heard back. The link you PM'd me was shared with a mailing list e-mail only; so I can't access files (as I can't "log in" as the mailing list). Can you please re-share with "Anyone who has link" option?
Thanks,
JPG
Caracalla
January 27th, 2021, 19:40
@Caracalla,
I responded via PM, but haven't heard back. The link you PM'd me was shared with a mailing list e-mail only; so I can't access files (as I can't "log in" as the mailing list). Can you please re-share with "Anyone who has link" option?
Thanks,
JPG
Hello! What mail address should I share with?
Best,
Moon Wizard
January 27th, 2021, 20:42
You can just share with
[email protected]; but make sure that the option is set to Anyone with Link can see.
Regards,
JPG
ChipDancer
January 28th, 2021, 19:55
Same exact issue, though it happens if there is 1 mob on the map with my 6-8 players. Works fine if I switch back to FGC. So far Unity has been a disappointment to say the least, but I have hopes that the issue is something stupid and simple. :)
Moon Wizard
January 28th, 2021, 22:15
Examples work this best for us to track down issues like this. Since we are not seeing the issue in general play; then usually these issues are tied to something specific to your data (and sometimes to specific hardware). For hardware, there is a /vsync 0-4 command you can use to adjust the refresh rate for lower-end graphics cards/systems.
Regards,
JPG
ColinBuckler
January 28th, 2021, 22:37
Same exact issue, though it happens if there is 1 mob on the map with my 6-8 players. Works fine if I switch back to FGC. So far Unity has been a disappointment to say the least, but I have hopes that the issue is something stupid and simple. :)
To be honest - I am very happy with FGU. Though there are a few things I would like to see from the old FGC days, for example the spell templates marking the squares is one. Another is the bookmark of assets/maps ...etc
ChipDancer
January 28th, 2021, 23:01
What FG needs is a reliable diagnostic tool that we can use to give support information. Telling us to upgrade drivers and provide vague examples is pointless. My gaming rig is MORE than capable of running this application. It works fine in FGC, so the issue has to be FGU. Since upgrading it's been nothing but a pain. Perhaps I will approach this from a different way: How do I do a clean uninstall of FGU, verify it is completely removed, all elements, reg keys, etc. So that that I can do a clean install and then if possible, instructions for importing my FGC campaign over please. I would love a diagnostic tool to tell me how the application is handling loading mods and extensions, but none of the logs give any useful information.
Am I frustrated, you bet! But I am not here to take it out on you guys and bless you for putting up with all of us! :)
I just want to understand why FGC, a 32 bit app runs circles around FGU, a 64 bit app touted as the new must have because to day, the app has been a failure and I am trying to understand why and hey, if it's something I did I'm cool with that too! :)
ChipDancer
damned
January 28th, 2021, 23:05
I just want to understand why FGC, a 32 bit app runs circles around FGU, a 64 bit app touted as the new must have because to day, the app has been a failure and I am trying to understand why and hey, if it's something I did I'm cool with that too! :)
To be fair while your experience is not unique it is also far from the norm.
The two locations in the registry are:
Computer\HKEY_CURRENT_USER\SOFTWARE\SmiteWorks (FGU)
Computer\HKEY_CURRENT_USER\SOFTWARE\Fantasy Grounds (FGC)
Delete (dont delete your campaigns etc - move them somewhere safe and back them up as well) the app and the data paths and that is it
When you reinstall do not copy any custom content back to start.
No campaigns and no assets/art and no extensions
Just use FG with your purchased material
Compare its performance
ChipDancer
January 28th, 2021, 23:13
Thanks!
Already in progress after cleaning everything off and backing up mods, extensions, campaigns, etc. :)
ChipDancer
January 29th, 2021, 00:03
Ok, after a full clean wipe and reinstall we're down to a two minute load using all my prior extensions and mods after testing just base. This is great! Will see during tomorrow night's game how performance actually rates, but the only thing I am seeing currently as an issue is when the spell caster's opens his spell/ability tab and the whole application just stops for around 3-5 minutes while I guess it tries to load all 50+ spells in his book. Otherwise so far looking good!
Any idea on how handle characters with large spell books/lists?
Thanks in advance!
ChipDancer
damned
January 29th, 2021, 00:07
My FGU takes about 20seconds to load from nothing into a ruleset.
I have not added any custom assets on this computer.
Its a pretty basic computer with a 2GB gfx card and SSD drive.
I think the more assets you have in FGU the slower it gets.
I do think long spell lists is still a real issue.
I think it was also an issue in FGC though too?
Cybinja
January 29th, 2021, 23:28
Hey I just want to thank everyone in this thread for the work... I too have a VERY SLOW experience in my ongoing campaign that I copied across from Classic to Unity. It was working EXCELLENT (for a single session I played in it before updating) until about a week or 2 ago after an update. Now tokens on maps "Chug" across the screen and then ZIP to the final point. We have started using the arrow keys and counting taps for movement as the tokens will catch up with a 2-5 second delay. Rolling dice is very slow and often will take a few seconds if manually tossed in chat vs clicking a button (which is also delayed). The animations seem to be the issue. I do have a 1% PC, and didnt have this issue prior to 2 or 3 weeks ago. Having said that I am going to try a full uninstall and reinstall to ensure the issue isnt something brought across from my Classic Saved files to my current Unity install. And to be fair we only had a single session in Unity on this device since the "update" i keep referring to.
Either way thanks everyone for the work on here and I will also try stripping it down and reloading from scratch.
damned
January 30th, 2021, 01:52
Hy Cybinja
Have you had a new player join at all?
have any of your players swapped to a different computer?
Does it still do this with no players connected?
Does it do this in a "new campaign"?
lostsanityreturned
January 30th, 2021, 02:31
My FGU takes about 20seconds to load from nothing into a ruleset.
I have not added any custom assets on this computer.
Its a pretty basic computer with a 2GB gfx card and SSD drive.
I think the more assets you have in FGU the slower it gets.
I do think long spell lists is still a real issue.
I think it was also an issue in FGC though too?
Long spell lists aren't an issue in FGC in my experience, or if they are, they need to be a LOT longer.
The following video has moderate spell lists (for level 9 and level 11 characters in 5e and PF2e respectively) that chugs visibly and impacts gameplay.
https://youtu.be/0U8t_iU2m44
This has now been replicated on all 8 computers I have tried/had it tried on (3 are mine, 5 are players. I have another 7 computers to test, with tonight's game I will be getting another 4 of my players to grab the character and see if they all have the same issue, I expect they will)
ChipDancer
January 30th, 2021, 05:39
I got my issues resolved except for the character issue where opening the spell tab causes the whole table to stall out while it loads. In this case it's a cleric with all the spells preloaded. Outside of this everything works much better then before with everything loaded (extensions/mods) with a load time of around 2 minutes, and is much more stable then before by a magnitude of difference.
It does seem to have a memory creep over time though as after five hours of gaming the console was starting to get laggy and the ram usage was approaching 8gb, so more testing is needed. For our next session I will be stripping the cleric of his spells, except what he has prepared, to see how well the performance is.
ChipDancer
Caracalla
January 30th, 2021, 15:08
So this is not a problem with Fantasy Grounds Classic? I should consider a migration if my players were able to install the classic version.
dellanx
January 30th, 2021, 15:19
The biggest problem I face in Pathfinder 1 is slow deletion of dead NPCs from the combat tracker, but FGU is not necessarily optimized yet for speed.
lostsanityreturned
January 30th, 2021, 18:45
I got my issues resolved except for the character issue where opening the spell tab causes the whole table to stall out while it loads. In this case it's a cleric with all the spells preloaded. Outside of this everything works much better then before with everything loaded (extensions/mods) with a load time of around 2 minutes, and is much more stable then before by a magnitude of difference.
It does seem to have a memory creep over time though as after five hours of gaming the console was starting to get laggy and the ram usage was approaching 8gb, so more testing is needed. For our next session I will be stripping the cleric of his spells, except what he has prepared, to see how well the performance is.
ChipDancer
It helps, but the slowdown still exists sadly. That was the first thing I did for the druid in my PF2e game. It is also a giant pain to deal with when players have custom automation effects, so it requires exporting it to the spell tab, sharing it with the player and getting them to remember that is the right one, or a second character sheet... but that just results in the second sheet being laggy (although at least that is only when they prepare spells)
Caracalla
February 3rd, 2021, 19:07
I have 32 GB ram and 16 logical processors. It can't be the computer that brings this dows. Restarting helps but that is quite irritable for five players. I had hoped I could run FGC instead but my players just cant log in to it :/
LordEntrails
February 3rd, 2021, 19:58
FGU can't use 16 processors. At least not yet. Currently most operations are single threaded. They are working on splitting threads where they can, but the LUA engine doesn't support multi-threading itself so until something is done with LUA there is only so much they can do. Don't give up, performance improvements are something they are always working on.
Cybinja
February 4th, 2021, 04:12
thanks for the Prompt reply damned! Sorry for the late reply from me!
I got it figured out after the post made in the FGU tips email that was showing how to "UNSHARE" maps with your party. I guess the 20+ items that were still shared out were causing the slowness, that and i did remove a few extensions I had loading on the module that we ended up not using anymore.
Again thanks for the questions, as it did kind of point me in the right direction as well. (A new game with nothing in it didnt have the issue at all)
ChipDancer
February 4th, 2021, 04:41
Caracalla,
In order for your players to join a FGC hosted game they need to have the FGC demo clients!
FGU and FGC are NOT compatible in that regard. They both need to have their own clients.
:)
ChipDancer
Caracalla
February 4th, 2021, 16:06
In order for your players to join a FGC hosted game they need to have the FGC demo clients!
FGU and FGC are NOT compatible in that regard. They both need to have their own clients.
I have tried both and FGC does not work for me. Other players are unable to connect. I just don't have time to trouble shoot this. FGU works the eventual bogging is an issue, but yeah, unshare might be a good thing
EllivasKram
February 4th, 2021, 17:44
My players with less than ideal laptops have had their issue greatly reduced with using the /VSYNC 2 or /VSYNC 3
Reducing GPU overhead with LOS turned on
I’m really scarred I’m going to have ask them to replace their tin as I want to use vision limits when that’s released.
In the chat channel. Type /help for guidance.
Please see : https://www.fantasygrounds.com/forums/showthread.php?56503-FGU-using-GPU-at-almost-100&p=552862&viewfull=1#post552862
Caracalla
February 5th, 2021, 09:07
My players with less than ideal laptops have had their issue greatly reduced with using the /VSYNC 2 or /VSYNC 3
Do you type it in the chat or somewhere else?
Trenloe
February 5th, 2021, 09:35
Do you type it in the chat or somewhere else?
Yes, in chat. It's what's known as a chat slash handler - there are a few different ones available.
EllivasKram
February 5th, 2021, 22:03
https://www.fantasygrounds.com/forums/showthread.php?56503-FGU-using-GPU-at-almost-100&p=551937&viewfull=1#post551937
Quote Originally Posted by Moon Wizard View Post
Carl and I have talked about this a fair amount over time. We're not sure that the Unity engine respects the target 60 fps frame rate we set on all systems; or those systems are running at a lower than 60 fps in hardware. We've suspected this for a while; but I was a bit leery of changing a core setting. Carl reached out to pablomaz, and was able to verify that it worked in their scenario. So, we're going to give it a run in the next release build.
So, we're going to switch back to synch FPS to OS display frame rate (depends on OS and monitor) by default. Then, we're going to add a "/vsync [0-4]" command to allow us to adjust this option with users that might still have connection issues, until we're sure we understand completely. (0 = fixed 60 fps, 1 = match OS frame rate, 2 = half OS frame rate, 3 = third OS frame rate, 4 = quarter OS frame rate)
Regards,
JPG
Moon Wizard
February 6th, 2021, 00:01
Please note that your video card driver may override settings (especially /vsync 0). We just had a user on Discord that had selected the Disable Max Framerate option on his video drivers; and was wondering why FGU was running at ~1800 fps when idle. Make sure to specify to the graphics driver / control panel to use the Application Default for all programs, or at least for FGU specifically.
Regards,
JPG
Moon Wizard
February 6th, 2021, 22:25
I was planning to look at the example data this weekend; but I didn't see a link anywhere to download the data in my PM or support tickets.
Can you post on a file share (like Google Drive or DropBox), provide the link, and remind me what map name is affecting?
Thanks,
JPG
TheDog
February 10th, 2021, 13:56
We have found that closing the unused windows/frames especially maps/images inside FGU helps.
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