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View Full Version : Much lag line of sight and lighting old Campaign, fixed by starting new campaign.



vaughnlannister
December 27th, 2021, 19:34
Hi all,

I've noticed that in an old campaign that I've been running Fantasy Grounds for the whole of 2021. We suddenly started to have severe lag with token movement. I remember reading some similar issues about this 1 or 2 months ago. Today in my test, I still had the same lag even after closing down all extensions I was running. There were many effects though on the PCs in my combat tracker that were on the map.

When testing in a new campaign the lag disappeared, when I tested it with the same characters.

- Tested on Map Shrine of Shravras (Dragon of Ice-Spire Peak)
- Latest Fantasy Grounds Build

Has anyone else seen this issue in their campaign, and would this be something to investigate further? Having to port a campaign with everything in it that you've build is quite tedious.

Thanks!

LordEntrails
December 27th, 2021, 20:01
It probably has to do with the number of images and assets you have in the long running campaign. Best practice it to regularly "clean" your campaign of unneeded assets (images, stories, NPC, etc) as not needed. I do this by using multiple development campaigns and exporting them to modules and then openings (and closing) those modules in my play campaign.

vaughnlannister
December 27th, 2021, 21:00
Thanks for your feedback, that sounds like a good strategy to use in future!
To only use exported modules, you won't have to store images and assets if they are in the modules right?

Thanks!

Zarestia
December 27th, 2021, 22:50
I store all my images and assets in my adventure module (like the purchased ones). If I sometimes need an image on the fly, I simply import it in the running campaign and can always later add that to the module if I want.

The devs might still want to take a look so better not delete the old campaign :)

LordEntrails
December 28th, 2021, 00:09
So FGU loads all images from all modules into the "Assets" part of FG, but it only indexes them and does not fully load them. I know FGC used to load all the image files themselves, but not sure if FGU does that for those items in the images list.

The other thing that can happen with long running campaigns is that you can end up having all your modules/books loaded Its a good practice to periodically check what is loaded and unload those no longer needed. And remember, you can have something unloaded but still have your players have it loaded.

If doing some of that cleanup doesn't work, let us now. There are still performance challenges with FGU that are not solved with cleanup.

vaughnlannister
December 28th, 2021, 12:09
Hi all, thank you @LordEntrails @Zarestia!

I've followed the steps that you both suggested.
- Took all my images and assets out from Fantasy Grounds
- Unloaded unnecessary modules
- Switched off all extensions

Plan to make modules to store images and assets in from now on.

I virtually don't see a difference between my old campaign and the new campaign.

What I did notice was that by enabling/disabling light sources, contributed to an improvement on token lag when disabled. If the token had an equipped light source like a candle.

I'm really glad I won't have to port my campaign, and will devise the strategies suggested for the future.

Thanks!