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Devistation
August 19th, 2023, 19:07
My players were getting a lot of lag and even when I (GM - hosting) would move tokens I would get a slow down. I was running this on the cloud. Any ideas? We have not had this issue in 5e

Thanks

Trenloe
August 19th, 2023, 19:18
We'll need more information - which map were you using, is it from a module or a map you imported? If a module which exact map was it, if you imported the image how big (pixel dimensions) is it? Did you have LoS and Lighting enabled?

Trenloe
August 19th, 2023, 19:21
Plus, what extensions are you running?

Devistation
August 19th, 2023, 19:54
I am running the first map in Abomination Vaults.

Only forge extensions

GM enhancements
Success Colors
Big Portraits
Inventory Identified
Baynes Emporium
Clear Dead
Has Initiative Indicator
Harrow Deck
all the MNM stuff

So a few things there..

I might have found a bit of the slow down. I think it had to do with a token light I had on a PC. I removed the PC from the combat tracker and re-added them and it seemed to help

humby
August 19th, 2023, 23:28
We had the same issue with that map - after some digging around I tried the following to cut down the number of calculations the LoS system has to do and it solved the issue for us:

Add wall occluders around the outside of the entire map.
Add a "VISMAX: 75" effect to the PCs (this restricts the distance the PCs can "see").

MaxAstro
August 20th, 2023, 00:02
We had the same issue with that map - after some digging around I tried the following to cut down the number of calculations the LoS system has to do and it solved the issue for us:

Add wall occluders around the outside of the entire map.
Add a "VISMAX: 75" effect to the PCs (this restricts the distance the PCs can "see").


Ooh, I often notice slowness on outdoor maps, I'm going to try this. At least the VIZMAX part, I didn't even know that was a thing.

I'm... also a little surprised that the program doesn't automatically stop vision calculations at the edge of map, if that first part had an effect.

Moon Wizard
August 20th, 2023, 03:01
That's also a lot of extensions that you are running. Extensions on the Forge are just ones uploaded by community members to a common location; they are still user modifications and can cause issues and slowdowns on their own. (Not saying that is the case; but it could be.)

More likely, it's due to using very large graphics. We recommend a maximum of 2Kx2K resolution @ 1MB size (for pictures), 4Kx4K resolution @ 2MB size (for maps), and 256x256 resolution (for portraits and tokens). We also recommend using .webp file format at 75% quality for best optimization results.
Turn on details in your FG data folder via Windows File Explorer; and look at the graphics loaded for that campaign or in the FG data folder.

You mentioned "cloud" in the original post; but the cloud connection just uses a cloud-based broker to negotiate a peer-to-peer connection from GM to players.

Regards,
JPG

Devistation
August 20th, 2023, 04:10
Moon Wizard I'm not using any of my own maps. It is all in the Fantasy Grounds Module

Trenloe
August 20th, 2023, 09:54
We had the same issue with that map - after some digging around I tried the following to cut down the number of calculations the LoS system has to do and it solved the issue for us:

Add wall occluders around the outside of the entire map.
Add a "VISMAX: 75" effect to the PCs (this restricts the distance the PCs can "see").



Ooh, I often notice slowness on outdoor maps, I'm going to try this. At least the VIZMAX part, I didn't even know that was a thing.

I'm... also a little surprised that the program doesn't automatically stop vision calculations at the edge of map, if that first part had an effect.

Details of token vision effects can be found in the Wiki here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1315930113/Player+and+NPC+Token+Vision+on+Maps

Regarding the edge of the map - this may have been a thing in the past, but I don't think it's an issue now - unless someone sees a definite improvement in performance (drop in CPU/GPU use) when adding LoS around a map? Here's an example of the map in question - LoS, lighting and movement stops at the edge of the map:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58592

MaxAstro
August 20th, 2023, 21:16
Pathfinder 2e Darkvision doesn't have a range; is there a way to handle that, or do you just do something like VISION: 999 darkvision?

Trenloe
August 20th, 2023, 21:55
Pathfinder 2e Darkvision doesn't have a range; is there a way to handle that, or do you just do something like VISION: 999 darkvision?
Referring to the "Vision Sets" section of the page I linked above: "Darkvision (specific range or unlimited)" - so just don't specify a range.

Apply Darkvision to the creature senses, or use the effect VISION: darkvision

pindercarl
August 21st, 2023, 04:59
We had the same issue with that map - after some digging around I tried the following to cut down the number of calculations the LoS system has to do and it solved the issue for us:

Add wall occluders around the outside of the entire map.
Add a "VISMAX: 75" effect to the PCs (this restricts the distance the PCs can "see").


While it may seem counterintuitive, both of these actions cause more calculations, not less (though not meaningfully so). The performance of the line-of-sight calculations per token is directly correlated to the number of occluder segments. Line-of-sight is automatically terminated at the image bounds, there is no need to add additional boundaries. For tokens with VISMAX set, the line-of-sight is calculated normally and then clipped to the VISMAX range. Lights attached to a token do not require additional line-of-sight calculations.