View Full Version : Windows movement lags
Optimist
January 9th, 2025, 22:24
After the updates, there were a lot of optimization problems. FG was a platform that didn't require powerful PCs, but now it's lagging at all.
It is necessary to optimize and eliminate lags.
My PC:
13th Gen Intel(R) Core(TM) i5-13400F 2.50 GHz
32,0 ГБ
GeForce RTX 4070 12GB
https://youtu.be/2MHSfhqQtWI
https://youtu.be/ts7ShWOqICE
Blackwolfe
January 9th, 2025, 23:03
I'm a bit confused here, are you saying the two videos you posted ARE lagging?
(because if you think that is lag... )
Moon Wizard
January 9th, 2025, 23:43
Is that new as of the update today, or are you talking about v4.6.x updates since late Nov?
If you have a problematic map/campaign. Please post a link to a zipped up version of campaign folder, and let us know the name of the map. Then, we can investigate.
Regards,
JPG
Optimist
January 10th, 2025, 09:17
In real is very sensitive lag.
See it in 120 fps (mb in 30fps lags not visible)
https://youtu.be/KCdM9PKFD-A
Optimist
January 10th, 2025, 09:18
All windows lag when moving, even empty ones.
https://youtu.be/KCdM9PKFD-A
Zacchaeus
January 10th, 2025, 12:03
I'm also confused. I'm not seeing any lag in those videos. In fact the movement looks very smooth. If you were experiencing lag then I'd expect to see visible stuttering when dragging a window and it taking an appreciable time to move a window from one area to the next. Certainly on par with what I see.
Swissman65
January 10th, 2025, 15:47
hello,
I can confirm there is indeed lag. but this happens specifically if multiple images are open. here is the test I did:
(I have a 175hz monitor, FGU set with /sync 1, so my current framerate inside FGU is 175)
my framerate is stable at 175fps with 5 character sheets open, a book window open, and 2 other windows open.
however whenever a simple image record (in this test, only illustrations! so no LOS/SFX) is opened a significant frame drop occurs, to the point that at 5 images open,without anything else open I'm going from 175 to around 120. which produces the lag seen.
It seems there might be an issue with images records. I would understand if we get performance issues with multiple maps with LOS/SFX present, but only .webp/.png feels weird.
yup, just tested again, I can have about 17 windows open with no impact on performance but if I only have the Dice window open(which is full of preview of dice images), I get down to 130fps solely with that window alone
LordEntrails
January 10th, 2025, 15:51
In real is very sensitive lag.
See it in 120 fps (mb in 30fps lags not visible)
https://youtu.be/KCdM9PKFD-A
FG defaults to 60fps. So anything higher than that should produce stutter right? The vsync part of this article might help; Reducing GPU Usage - Fantasy Grounds Customer Portal - Fantasy Grounds (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1638006786/Reducing+GPU+Usage)
Optimist
January 11th, 2025, 18:28
Yes. It's that. And in record it not visible. In record lugs are disappear, I don't know why.
And PC power doesn't matter. My PC is powerful enough to run heavy games in full FPS. And here there are 6+ windows with pictures = lags. Objectively, these are optimization problems.
FG had an important +. It could be run on weak PCs. And I really want her to have this +, so that my players can play from weak PCs and simple laptops.
Moon Wizard
January 11th, 2025, 21:06
FG should run at 60 fps by default; as that is how we have requested the Unity engine to set the fps.
However, graphics drivers can override the native application, and move it to any FPS. You should disable this for FG. It's not the kind of game/application that needs higher than 60 fps.
Regards,
JPG
rocketvaultgames
January 11th, 2025, 21:20
FG should run at 60 fps by default; as that is how we have requested the Unity engine to set the fps.
However, graphics drivers can override the native application, and move it to any FPS. You should disable this for FG. It's not the kind of game/application that needs higher than 60 fps.
Regards,
JPG
Higher than 60fps isn't necessary, but there is a noticeable dip in smoothness when dragging windows around compared to 144fps (or 240fps!). i.e. 144+ looks better than 60 though it doesn't affect game play.
There are certainly some windows that lag to well below 60fps regardless of hardware power (dice, party sheet... maybe a couple of others.)
Blackwolfe
January 12th, 2025, 17:02
Higher than 60fps isn't necessary, but there is a noticeable dip in smoothness when dragging windows around compared to 144fps (or 240fps!). i.e. 144+ looks better than 60 though it doesn't affect game play.
There are certainly some windows that lag to well below 60fps regardless of hardware power (dice, party sheet... maybe a couple of others.)
Just FYI, I/we see lag with FGU all the time and always have, sometimes it's been so bad we've just gone theatre of the mind and not used FGU, it got really bad right after v4.6, but settled a bit again after a handful of hotfix pushes, it's been what I'd call "Normal" since 4.6.3. Again, we're on a lan between the DM PC and Players PC, (only one Player PC connected for us), I currently have seen lag in FGU the most when trying to adjust or draw LOS occluders. Since 4.6 there are times, like this morning when I'm waiting 20 to 30 seconds at a time for FGU to respond to a single occluder request and it doesn't matter what machine I'm running it on. We're a family of gamers and have seven different PCs I can access ranging from a beast game machine that's six years old up to a machine bought last year, all with high end gaming capabilities, FGU is the only game software we run where I see lag. (other than normal online mmo server issues)
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