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Stannley
March 2nd, 2021, 06:11
Hi Guys

Not sure if this has been reported, and if so, apologies for duplicating.

I use 2 instances of Unity on the same PC and display the maps via a projector from the 2nd instance. The PC is pretty beefy with a 10th gen core i7 and an RTX2070.

I am currently running the finale of Rise of Tiamat in Unity and the final map (Tiamats Temple) is huge. With 10 players and 13 NPC's I found that the system would often bog down and I would get the spinning wheel waiting for Unity to respond.

I disabled LOS and it fixed the issue.

I am fine with using the no-LOS work around so do not need a response to this. I just wanted to report the bug.

Regards

Simon

LordEntrails
March 2nd, 2021, 17:26
Thanks for your report. LOS performance is a known issue and is being refactored with the next update, which is planned to also include vision and light sources. For now, all you can do is limit the number of tokens and limit the number of LOS elements.

Stannley
March 3rd, 2021, 00:44
Thanks mate. Little difficult to reduce the number of tokens in this case, but I am certain its the vast size of the map that the main issue here. It does not really need LOS, so thats fine.

Looking forwards to the update - vision and light sources will be cool!

Kelrugem
March 3rd, 2021, 01:12
Sometimes it can also help to reduce the fps of FG :) What fps do you run FG with? There where people overwriting FG's native one, draining a lot of performance because the fps was really high on their computer :)

Stannley
March 3rd, 2021, 01:16
I don't even know where you would go to do that :D

Kelrugem
March 3rd, 2021, 01:21
There are some commands: /vsynch X

If X = 0, then it will use 60 fps,
X=1 will use your system's default,
X=2 will be 30 fps,
X=3 will be 20 fps
X= 4 will be 15 fps :)

But probably it is not the problem I was speaking about if you do not know how to change system's default values etc :D But maybe worth a try :)

Stannley
March 3rd, 2021, 01:27
Cool thanks. I am happy with no LOS in this case though - if you have not seen it, its a pretty simple star shaped map. Its just that its something like 500 feet x 500 feet which is why FG is struggling (I assume).

Kelrugem
March 3rd, 2021, 01:49
Yeah, that could be also a problem :)

Kelrugem
March 3rd, 2021, 17:07
By the way, there is also currently a bug where the map can slowdown everything if it is put into the background; do you do this by the way? :)

EllivasKram
March 3rd, 2021, 23:40
I have stopped using background mode for my DotMM maps and now use a large normal window. But I’m wanting to go back to using background mode when fixed. My GPU usage drops from 100% to 65% just by doing this.

I have a UHD (4K) monitor so I’m pushing my intel GPU and laptop to the max. I do use “/VSYNC 4”

I find with lots of NPC’s thing can become sluggish. But the secret is to use a smaller MAP window.

With regards to LOS calculation distance limits not needing to be beyond the windowed view seems an obvious thing. But I suspect only in hindsight. And in background mode I can see how it was allowed to calculate upto the map limits. Maybe the programmers need less powerful rigs like us normal people. ? Certainly we all have at least one or two PC players with aged hardware.

I fear I will soon need to have a conversation with my players about how they need to spend some money in their laptops and it’s not a little amount if you want a laptop with a decently powerful GPU

Moon Wizard
March 3rd, 2021, 23:55
It has more to do with the number of pixels that need to be resolved within the window. The bigger the window, the more pixels need to be resolved. The background panel fix will help with this, especially for large maps. Plus, coming updates when the vision/lighting build comes should help as well.

Regards,
JPG

Stannley
March 4th, 2021, 00:53
By the way, there is also currently a bug where the map can slowdown everything if it is put into the background; do you do this by the way? :)

At times I did have 2 or 3 maps open at once - as if the final map was not big enough, there are 3 levels to it, but as I said, shutting down LOS on the main map allowed me to continue.

Stannley
March 4th, 2021, 01:14
I have stopped using background mode for my DotMM maps and now use a large normal window. But I’m wanting to go back to using background mode when fixed. My GPU usage drops from 100% to 65% just by doing this.

I have a UHD (4K) monitor so I’m pushing my intel GPU and laptop to the max. I do use “/VSYNC 4”

I find with lots of NPC’s thing can become sluggish. But the secret is to use a smaller MAP window.

With regards to LOS calculation distance limits not needing to be beyond the windowed view seems an obvious thing. But I suspect only in hindsight. And in background mode I can see how it was allowed to calculate upto the map limits. Maybe the programmers need less powerful rigs like us normal people. ? Certainly we all have at least one or two PC players with aged hardware.

I fear I will soon need to have a conversation with my players about how they need to spend some money in their laptops and it’s not a little amount if you want a laptop with a decently powerful GPU

In my case I am using 2 instances of FG on a single PC and use a projector to project the map onto the table top - my players are all sitting around the table with me and I want to be able to project as much of the map as possible, particularly when the PCs are spread across a vast map. I have an RTX2070 which should be more than capable of handling this, so I think the problem is more likely a bug.