View Full Version : \VSYNC options to turn of flicker for torch and candle etc
EllivasKram
March 12th, 2021, 18:03
I know as wonderful as the LOS, ambient light and vision is. There are players out there that will have issues with the default light sources
Can \VSYNC be given a second parameter to toggle the flicker feature on/off on those preconfigured light sources.
(torch & candle has flicker feature built in to lightening effect)
Just a thought.
P.S. Has the issue of background map been fixed for GPU calcs being the extent of the map.
Btw : love the new features - Will there be a new [LOS+] identification on modules now ?
Moon Wizard
March 12th, 2021, 18:09
I don't understand the issue you are asking about. The lighting animation is independent of the frame rate; it will just be shown in lower frame rate increments.
P.S. Yes, v4.1 fixes the image background panel to size correctly.
P.P.S. I'm not sure how the designation of lighting will be handled on store products yet. @ddavison gets to decide that as we get closer to launch.
Regards,
JPG
EllivasKram
March 12th, 2021, 18:33
I’ve noticed GPU usage in my test laptop (to see what some of my players experience) is noticeably higher in the test thread of FGU. without ambient lighting. Maybe the flicker isn’t the cause of more GPU being used.
Moon Wizard
March 12th, 2021, 18:44
It is expected that having images open with Lighting enabled will use more resources. You can try turning off lighting to compare to Live version.
It is unlikely that the lighting animation has any effect.
Regards,
JPG
EllivasKram
March 12th, 2021, 20:12
Ok - I'll experiment some more - but it seems to be using more GPU without lighting and only LOS as in LIVE channel..
Defenestrayte
March 12th, 2021, 22:12
Elivas
From MoonWizards post that is stickied
LIGHT: # torch (equivalent to: LIGHT: # FFFFF3E1 flicker 25)
LIGHT: # lantern (equivalent to: LIGHT: # FFF9FEFF)
LIGHT: # candle (equivalent to: LIGHT: # FFFFFCC3 flicker 100)
if you were to do
LIGHT: # FFFFF3E1
then it would be a torch without the flicker. this would change it for everyone at the table though
EllivasKram
March 13th, 2021, 07:57
There is a 15/20% increase in GPU usage comparing only LOS and not having lighting enabled in map options. Between Test & live app streams.
Just weird the GPU is being used more with exact same settings.
Just thought it would be of interest.
EllivasKram
March 13th, 2021, 18:22
I thinks it’s been mentioned but LOS history seems to be lost in rendered areas of no vision due to no light source.
Also LOS history is very dull. Can this be tweaked.
Moon Wizard
March 14th, 2021, 06:46
Fog of War is deliberately lower visibility; as it is area once seen, but not able to be currently seen. Also, there is a limit to the level of contrast you can achieve when trying to show all the different states; and fog-of-war is lowest on scale for individual token vision.
Regards,
JPG
EllivasKram
March 15th, 2021, 10:44
Ok. I’m just saying I think my PLAYERS might wish they had a better contrast on LOS history just ever so slightly.
Arghun
March 15th, 2021, 13:25
I have to agree on this one. While I understand that there are no light sources anymore in the 'visited/seen' places on the map, it's really BAD from a usability/players perspective to hide it in plain black. It is realistic to the extreme and doesn't (in my humble opinion) reflect what players would expect (but I might be wrong, this is my player's view on it).
Ultimately it's going to be very frustrating to players to have Lighting on and us GMs are likely to turn it off (since it's unusable) UNLESS there is ambient light on the whole map (which might not be possible in many circumstances like caves for instance).
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