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ZoranDob
July 6th, 2021, 02:56
Ever since the new lighting features were added, I am finding that token movement slows down after a while of playing. Eventually it gets so bad that the game is unplayable. I have tried removing lighting and just using LOS. However this too has now started to fail in the same way. I use FGU 5E. So my questions are:-

1. Is this a known bug with lighting and, if so, will it be addressed.
2. Does the complexity of a map, eg the size and number of occluders, have an effect on the memory usage of FG.
3. If it is a memory issue, what is the best way to clear this each time it gets unplayable.

Thanks.

JohnD
July 6th, 2021, 03:36
I've only found that changing the dimensions of the map to be a (half-hearted) fix when the tokens start moving their they're in molasses. In my case, I'm not using lighting or any LOS occluders. If it is a memory issue, it would be nice to get it fixed because it makes running a game impossible when it takes 30 seconds for a token to move 7 squares on a map.

Zarestia
July 6th, 2021, 13:18
Ever since the new lighting features were added, I am finding that token movement slows down after a while of playing. Eventually it gets so bad that the game is unplayable. I have tried removing lighting and just using LOS. However this too has now started to fail in the same way. I use FGU 5E. So my questions are:-

1. Is this a known bug with lighting and, if so, will it be addressed.
2. Does the complexity of a map, eg the size and number of occluders, have an effect on the memory usage of FG.
3. If it is a memory issue, what is the best way to clear this each time it gets unplayable.

Thanks.

1. Bugs of course will be addressed.
2. Memory as in RAM? Maybe as that is also more data, a 5550px*7500px map with some hundred occluder points and two dozen lights takes up ~130mb RAM when I start that map for example.

I've only experienced your problem once, that was after my players visited part of a map which had dozens of cell bars, each bar with 10 occluders points. Normal token movement was fine, locked token movement was slow and sluggish. As this behaviour continued in other room after that specific one I cleared fog of war every token and everything was fine again. I've not tried to recreate that scenario, so I'm not 100% sure it also works for you.

With what maps are you getting this behaviour?
Do you have party vision & movement on or off?
Do all your players also see this behaviour?

If you can easily recreate this problem, please post the necessary steps for the devs.
They can then take a better look at this.

LordEntrails
July 7th, 2021, 00:44
Yes the number of occluders on a map affects the amount of RAM and performance of FG. Think of it this way, very roughly, each token has to compute LOS from that token to each LOS elements (occluder). The more tokens you have, the more calculations the computer has to do. Same with elements. The more you have, the more calculations.

One thing to do is to limit the number of elements. Don't perfectly map the curves and zig zags of your walls and trees and such. Instead, remember that LOS is only useful at roughly a 1/2 grid size resolution. So never make an element of less than that size except in very special cases (i.e. doors). And when you can, make single long elements for walls, even when you don't perfectly match the image.

MrDDT
July 7th, 2021, 02:10
Ever since the new lighting features were added, I am finding that token movement slows down after a while of playing. Eventually it gets so bad that the game is unplayable. I have tried removing lighting and just using LOS. However this too has now started to fail in the same way. I use FGU 5E. So my questions are:-

1. Is this a known bug with lighting and, if so, will it be addressed.
2. Does the complexity of a map, eg the size and number of occluders, have an effect on the memory usage of FG.
3. If it is a memory issue, what is the best way to clear this each time it gets unplayable.

Thanks.



I'm kinda having the other problem. I would like to see a way to limit how fast the tokens move because you can't really see where they are going/went well.

ZoranDob
July 7th, 2021, 02:12
@LordEntrails I think the number of occluders is my problem. I have a large map with lots and lots of rooms. I have tried to limit how many points are used, but due to the sheer number of rooms, I think this might be it. I will try a simpler map and see how that works with my party.