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RobboNJ69
February 2nd, 2021, 06:11
Been learning FGU and so far so good! Great system. I have some general questions on how the Images/Assets/Tokens/etc. affect the system resources. By "system resources" I mean the overall combination of: loading time/CPU/memory/bandwidth, etc.

Files in the "Image & Maps" window...
Am I correct that these are loaded and therefore using resources?
Do they affect the player's resources only when individually shared with the players?

Assets
At what point are assets using resources?
Are Asset Packs handled differently than locally loaded assets?
How about the images in the "Data" folder? (Pulling from the top-level "Images" folder, not the campaign images folders.)
Basically, can I load up the Assets with bunches of images as long as I don't bring them into the campaign "Images & Maps"? Or does FGU have to work to load everything in Assets?

Tokens
Do the files in the Main Tokens folder use system resources just sitting there?
What is the difference between using the /Campaigns/Tokens folder and the main Tokens Folder?

I saw somewhere that they only use resources when they come into play, but that contradicts the warning about having too many tokens. Or is that referring to the /Campaign/Tokens, not the main folder? Is this even an issue in FGU?

How many are too many? Is it based on the number of files or the individual file size or the total token folder size? If it matters: the tokens I use are scaled down to 200x200 and then compressed using tinypng.com to under 100kb each.

Maps
Is there still a size limit based on the pixel dimensions of the map ( I think 4000x4000 was stated as an upper limit)? Or is it now based on the filesize? What are the limits?

Portraits
How do you delete all the default portrait sets?

Extra Rulesets
We play Pathfinder 1E. Do the 3.5 and 5E rulesets add to the weight to the game in terms of system resources?

Thank you in advance for any input you have.

LordEntrails
February 2nd, 2021, 06:21
Map size; practical limits are as yet unknown/unverified. There were some early beta reports of images in the 8mb file size range causing problems. Theoretically the limit is very large, whatever a 64 bit o/s/ can do. But a practical limit will be much lower than that.

Portaits, you can't. Or, well you can, but the next time you run an update they will come back.

Extra rulesets do not impact performance or resources (other than disk storage space) as they are not loaded unless you load a campaign that uses them. Note, most rulesets are layered on CoreRPG. Like default portraits, if you delete a defalt ruleset, it will be re-downloaded next time you run an update.

RobboNJ69
February 2nd, 2021, 14:04
Only in the amazing Fantasy Grounds universe, can a lowly zealot get an answer to his problems directly from a Greater Diety... thank you for you input.

Weissrolf
February 2nd, 2021, 17:27
3 gb images at 32000 px do work.

RobboNJ69
February 2nd, 2021, 17:51
3 gb images at 32000 px do work.

WOW! That's BIG! (I know, 'phrasing') Thankfully, I won't be anywhere near that size. Tinypng.com does a great job compressing. I can take a 8.4MB, 5600x3150px file down to 2.8mb with no apparent loss.

Any ideas on how the Assets folder plays into it? That's really the big question. I'm hoping I can load up that main "Images" folder with world and regional maps, random city detail maps, etc and not have that impact the resources until I bring them into the campaign.

Thanks!

LordEntrails
February 2nd, 2021, 17:52
Only in the amazing Fantasy Grounds universe, can a lowly zealot get an answer to his problems directly from a Greater Diety... thank you for you input.
Certainly. Wish I knew the answers to the first questions you had.

Weissrolf
February 2nd, 2021, 18:15
A 5600 x 3150 px image uses at least 50 mb in memory, regardless of how much you compressed it down via JPEG compression. In FGU it will use multiple times as much, for whatever reason.

Compressing the file size down only helps with faster upload/sharing to players, it does not lower memory usage.

RobboNJ69
February 2nd, 2021, 18:33
Ok. I was under the impression that FGU was going to handle images differently? I was thinking of this thread (and others):
https://www.fantasygrounds.com/forums/showthread.php?55340-MAP-sizes-Fantasy-ground-unity-more-then-2mb

Thankfully, I don't use maps that size, but 3500x3500 is common. We've been OK with classic. I'll have to test it with Unity.

Weissrolf
February 2nd, 2021, 18:48
50 mb is no problem anyway, neither in Classic nor in Unity. Unity can handle over 2 gb sized images (uncompressed), Classic cannot (but uses much less memory to begin with). Main problem with Classic is its extremely slow network performance (in the kb/s range), which makes sharing large images harder.