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Laerun
July 4th, 2023, 06:23
58096

1.) Research and check the codec for animated maps and tokens. Try to determine if the file was created with Codec VP8 or VP9 before investing and downloading tons of animated tokens and maps.

2.) The Unity software Engine does not natively supprt the VP9 WebM/codec.

3.) There are methods to convert tokens and maps into the VP8 codec. However, the same rules in map sizes and such still apply. Avoid huge maps if possible. Also, not all conversions are one for one, the aspect ratio, transparency, and file size will potentially change.

Laerun
July 5th, 2023, 08:00
Optimizing Your Virtual Tabletop Experience: A Guide to Managing Maps and Images in Fantasy Grounds Unity

Intro:

The immersive nature of a virtual tabletop (VTT) game like Fantasy Grounds Unity can be significantly impacted by performance issues. Understanding how to manage the size and quantity of your maps and images effectively is crucial for maintaining smooth gameplay. In this guide, we delve into the intricacies of optimizing your VTT environment in Fantasy Grounds Unity.

The Impact of Connection and Performance on Users:

Fantasy Grounds Unity operates on a host-client model where the game master hosts the game directly on their computer, and players connect to it. It means that the system with the slowest or most problematic connection can impact the gameplay for all, as data syncing can only proceed as quickly as the weakest link.

One common issue that may occur is the negative effect of large map sizes on performance. Oversized images may stall the game, especially for users with slower connections. Smiteworks, the developers of Fantasy Grounds Unity, recommend limiting image dimensions to 4000x4000 pixels max. Pushing beyond this limit might adversely impact performance, potentially slowing down gameplay for the entire group.

Understanding Map Types and Sizes:

The type and size of your maps should align with their intended use:

Tactical Battle Maps: These maps typically range from about 1000-1800 pixels in dimensions. Their size reflects the need for detailed, close-up play.

Non-Tactical Maps: Not all maps are designed for tactical gameplay. For instance, regional maps or those used primarily for narrative purposes may not function optimally in a VTT environment when forced into a tactical role.

Large Cavernous Maps: These maps can be challenging due to their heavy reliance on occluder data points and third-party assets. Each added element consumes processing power and can slow down the game.

Regional Maps: Larger sizes can work for these maps as they typically don't host numerous occluders or assets. A dimension range of 2000-3000 pixels should suffice for most regional maps.

Remember, larger maps can become a hindrance if players and GMs have to zoom and scroll constantly. So, consider user experience when creating or sourcing maps.

Pixel Sizes in Fantasy Grounds Unity:

In Fantasy Grounds Unity, the current standard pixel size is 100, an upgrade from the older 50-pixel standard. Keeping your images within this range can help maintain optimal performance.

Extensions and Custom Graphics:

The use of extensions or custom graphics can affect performance. If performance issues persist, consider disabling extensions or reducing the number of custom graphics. Keep an eye on the overall file size of your images/tokens folders within the FG data folder.

Unsharing Images as Your Campaign Grows:

As your campaign progresses, you might accumulate a significant number of shared images and maps. This accumulation can contribute to performance issues over time. Instead of deleting these resources, consider 'unsharing' them. This practice can help prevent the pile-up of too many shared files, promoting a more efficient and smooth-running game.

Conclusion:

Seamless VTT gaming on Fantasy Grounds Unity requires careful management of resources. By understanding map types and sizes, optimizing pixel sizes, managing extensions and custom graphics, and efficiently unsharing images as your campaign grows, you can keep the adventure moving smoothly.

Resources:

For more information on working with images in Fantasy Grounds Unity, refer to the detailed guide on the Atlassian website:

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640166/Working+with+Images+as+the+GM

https://www.fantasygroundsacademy.com/post/optimizing-map-and-image-management-for-enhanced-gameplay-in-fantasy-grounds-unity

Laerun
July 5th, 2023, 08:11
Pixels, file sizes, dimensions, etc.

If each square on the map is represented by 100 pixels, then a map with dimensions of 1200x1600 pixels would contain 12x16 squares. Here's the calculation:

To calculate the number of squares along the width, divide the total width by the size of each square: 1200 pixels ÷ 100 pixels/square = 12 squares.
Similarly, to calculate the number of squares along the height, divide the total height by the size of each square: 1600 pixels ÷ 100 pixels/square = 16 squares.
So, your 1200x1600 pixels map would be composed of a grid of 12 squares by 16 squares, or a total of 192 squares.

Estimating File Sizes, Pixels, and Dimensions:

When you are creating or sourcing maps, understanding the relationship between file size, pixels, and dimensions can help ensure optimal performance in Fantasy Grounds Unity.

Dimensions: Dimensions of an image or map refer to its width and height in pixels. For instance, an image that is 1000 pixels wide and 800 pixels high has dimensions of 1000x800.

File Size: File size is the digital space that an image occupies on a storage device, typically measured in bytes (B), kilobytes (KB), megabytes (MB), or gigabytes (GB). It's determined by multiple factors, including the image's dimensions, the number of colors it contains, and the amount of compression applied to it.

Pixels: Pixels are the individual points of color that make up a digital image. The more pixels an image has, the higher its resolution and the more detail it can display. However, more pixels also mean larger file sizes and potentially slower performance in a VTT environment.

To estimate the file size of an image, you can use the following formula: Width (in pixels) x Height (in pixels) x Bit Depth ÷ 8,192 = File Size (KB). Note that the Bit Depth refers to the number of colors in an image (commonly 24 bit for standard RGB images).

As an example, let's estimate the file size of a 1000x800 pixel RGB image:

1000 (Width) x 800 (Height) x 24 (Bit Depth) ÷ 8,192 = 2,343.75 KB or approximately 2.3 MB.

While this formula provides a rough estimate, the actual file size can be smaller if compression methods like JPEG or PNG are used.

Remember that while higher resolution images might seem appealing, they can lead to performance issues in a VTT environment, especially for players with slower connections. That's why it's essential to strike a balance between image quality and game performance.