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ColoradoGM
September 10th, 2021, 06:44
I migrated this campaign from Classic to Unity this week, because a new player was going to join who used a Mac. They didn't end up joining, but we used Unity anyway because we'd already planned to. Every mouse click, map drag, token selection or action was delayed by from about 1/4 second to 3 or 4 seconds, through most of the night, for me (the GM) and for all players.

I run several other campaigns on Unity, and this has not happened in them. They use the same resources, including the third party (Rob2E and Kobold Press) resources in this campaign. None have had this issue before tonight. It was a large encounter, with about 25 NPCs/ characters in the combat tracker, and a moderately sized map, but with many occlusions. But turning off lighting and line of sight didn't improve the lag.
Console logs attached.

This was cloud hosted, as my other FGU games have been. I just learned through Discord forums that I can also choose local hosting, like my Classic games are, and I will try that to see if it's better.

Zacchaeus
September 10th, 2021, 09:10
If this is happening only in one campaign then something in that campaign is the problem. So the log files aren't probably going to help much. I'd suggest you attach the campaign files or put them somewhere and provide a link.

BloodAdept
September 10th, 2021, 15:19
I migrated this campaign from Classic to Unity this week, because a new player was going to join who used a Mac. They didn't end up joining, but we used Unity anyway because we'd already planned to. Every mouse click, map drag, token selection or action was delayed by from about 1/4 second to 3 or 4 seconds, through most of the night, for me (the GM) and for all players.

I run several other campaigns on Unity, and this has not happened in them. They use the same resources, including the third party (Rob2E and Kobold Press) resources in this campaign. None have had this issue before tonight. It was a large encounter, with about 25 NPCs/ characters in the combat tracker, and a moderately sized map, but with many occlusions. But turning off lighting and line of sight didn't improve the lag.
Console logs attached.

This was cloud hosted, as my other FGU games have been. I just learned through Discord forums that I can also choose local hosting, like my Classic games are, and I will try that to see if it's better.

Last night in the game i was playing we were also having issues with the cloud servers. It disconnected our GM twice and as a result everyone else. After that we tried to switch to local host but it was so incredibly slow we ended up switching back to the cloud about an hour later. After that the cloud servers were fine. This started around 6pm PDT and we switched back around 7PM PDT (UTC-7). If this lines up with your issues, maybe it's not just your game.

Moon Wizard
September 10th, 2021, 20:50
@ColoradoGM,
As noted by Zacchaeus, I need to get a copy of the campaign folder that was running really slow, as well as an idea of what windows were open and what kind of actions were being performed. The logs won't tell me anything, since they only track outright errors and basic file transfer and connection logging.

@BloodAdept,
That sounds like a completely different situation where there was potentially some Internet connection issues on the GM side. The LAN vs. Cloud just bypasses the network facilitation service; but in either case, the GM is still the hosting machine. If there is a particular scenario that was slow, I need the campaign folder and information from the GM as above.

Regards,
JPG