View Full Version : FGU slowly using more and more CPU
Alynn
April 22nd, 2025, 03:20
I've noticed this a few times, but today was the first time I actually tested it.
What I've noticed is that you can open up FGU and when you do it starts running around 10% of my CPU. I just let it sit, doing nothing with it other than the windows that I have open for our current campaign. After about 2 hours it is now sitting at about 27%.
Earlier I had FGU opened while I was at work with it just minimized in the background of my normal PC. When I got back to it it was using well over 50% of my CPU. When I tried to shut it down, it hung (I was sitting at max CPU at that time.
I had noticed lately during games that I have had to restart FGU in order to keep it from eating all of the processor, but I thought it was because I was streaming and running 2 instances of FGU, at once and we were actually playing. But now with it still using more and more CPU while effectively idle that seems like some sort of issue.
And yes, /vsync 2 is in effect here.
I haven't tested without extensions yet.
What kind of logs do you need from me?
Moon Wizard
April 22nd, 2025, 03:35
Can you please provide a zipped up copy of your campaign folder? Also, if you are using any custom assets you have added outside of your campaign folder (from the main FG data folder), we may need those as well.
If the zip file is too big to post, please post on DropBox or Google Drive, set to Share with Anyone with the Link, and post the link.
Regards,
JPG
Alynn
April 22nd, 2025, 03:44
https://drive.google.com/file/d/1XK35GyUKswJl9WYR2j7CjNkkLcw61DLw/view?usp=sharing
I'm about to call it a night but I'm going to keep FGU up overnight to see what happens with it.
Moon Wizard
April 22nd, 2025, 05:25
Can you try making a copy of the campaign, delete the extensionstate.xml file in the new campaign folder, and see if you still see the memory increasing without extensions?
Regards,
JPG
Alynn
April 22nd, 2025, 12:10
Just as an FYI leaving it up overnight it was using 70-80% of my CPU when I came in the office after sleeping. I'll make the copy now and get her set up to have it run today while I'm working, and give an update.
Thanks.
MrDDT
April 22nd, 2025, 14:27
Just as an FYI leaving it up overnight it was using 70-80% of my CPU when I came in the office after sleeping. I'll make the copy now and get her set up to have it run today while I'm working, and give an update.
Thanks.
I found that using this test with no EXTs I had no issues. Using my EXTs I was seeing a creeping CPU usage left overnight like you. I've not narrowed down which EXT was causing it.
Alynn
April 22nd, 2025, 15:35
Just as an FYI leaving it up overnight it was using 70-80% of my CPU when I came in the office after sleeping. I'll make the copy now and get her set up to have it run today while I'm working, and give an update.
Thanks.
Its currently up to 25%-30% from 9-10%
pindercarl
April 22nd, 2025, 20:05
Its currently up to 25%-30% from 9-10%
I'm not seeing any increase in CPU usage. You have asset window open with the filter:"thunder" on spell tokens. I don't have the same assets, what's displaying in the window for you? I curious if you have any animated images in the asset window.
Moon Wizard
April 22nd, 2025, 20:17
Also, just to confirm, you disabled all extensions for the second test you reported this morning?
Regards,
JPG
Alynn
April 22nd, 2025, 20:30
That is a mod from https://www.drivethrurpg.com/en/product/195599/dungeons-and-dragons-5e-spell-tokens-2-1.
Its a PNG for Thunderwave.
None of these tokens are animated they are all PNGs. This isn't a mod you can't load/unload, so I'd have to go delete it out of the module folder.
I'm totally willing to remove it out of my modules folder and restart it and see if we go up again. I'd likely need to remove the tokens from the PCs as well to be on the safe side.
Closing the asset window has no effect on CPU usage
FGU currently sitting at ~60% and spiking up to 70% so its about time it will start bogging my machine down since CPU is starting to hit high 90%.
Moon Wizard
Yes this is the copy with no extensions running.
Alynn
April 22nd, 2025, 20:34
And just because I feel the need to prove things.
64119
Ok just editing this. Once we get up there and I want to go close it by just clicking the red X we go into a hung state.
64122
I tried to just let it sit, but eventually I just click it and tell windows to force shutdown.
Moon Wizard
April 22nd, 2025, 21:39
No worries. We believe you; just trying to figure out how to reproduce on our side. We may need to arrange to get a copy of the module sent in to our support team; so I can pass along to Carl.
Regards,
JPG
Alynn
April 23rd, 2025, 00:58
I've removed that mod and am testing overnight again. Will post here findings.
Sitting at 70% this morning. So that mod seems unrelated.
Alynn
April 23rd, 2025, 14:57
Some new information if it helps.
So this time I did the Exit to launcher, and my processor usage dropped and I was able to close FGU without it hanging. Does that mean its something I have open that is causing it?
pindercarl
April 23rd, 2025, 15:00
Some new information if it helps.
So this time I did the Exit to launcher, and my processor usage dropped and I was able to close FGU without it hanging. Does that mean its something I have open that is causing it?
It is possible that one of the windows you have open is causing the CPU spike. Can you create a copy of your campaign, open the copy, and close the windows? If the CPU usage remains steady, we can identify the window through the process of elimination.
Alynn
April 23rd, 2025, 17:35
So I can give it more time, but we have been steady at ~2% for about 4 hours now. Usually by now we've had a 10%-15% increase in CPU usage (10% to 25% CPU).
I've added the two maps I had open. We jumped to about 9%. and back to monitoring.
Alynn
April 23rd, 2025, 22:38
So we are back to 40% with just the Fortress One DM and Fortress One Players map open.
So maybe it has something to do with the maps? Let me know if you have anything additional you need from me.
pindercarl
April 24th, 2025, 01:49
So we are back to 40% with just the Fortress One DM and Fortress One Players map open.
So maybe it has something to do with the maps? Let me know if you have anything additional you need from me.
Thanks for all your work. I think we have it isolated to images. I'll post here if I have any additional follow-up questions.
Alynn
April 24th, 2025, 14:23
A couple of things I can add.
Going over my previous recordings of it looks like March 8th is when we really noticed it during the recording.
I update every day before we play. The previous game was Feb 22. So it may have been happening before, but we didn't notice it messing up the recording.
superteddy57
April 24th, 2025, 14:25
Just as a suggestion, its best not to update prior to play. I would suggest updating after play if your sessions are near Tuesdays. Or if you see an update, to wait till after the session. This way you can see the impact the update will have on your next session.
Moon Wizard
April 24th, 2025, 17:03
As Carl mentioned, he is investigating now. Issues like this that only appear after some time and only in certain situations are notoriously difficult to track down; but we are actively looking at it now.
Regards,
JPG
Maasq
April 24th, 2025, 22:25
I don't know if this is the same issue, but from [a time about 2 to 8 weeks ago] until yesterday I was noticing the same hammering of my CPU cycles - 99% at times. Opening a graphics app or browser at the same time slowed my system to a crawl.
Yesterday's update made a notable - no, huge - difference, and I had FG, web browser, art package all going and I think I was at 22% CPU - so back to normal.
I hadn't noticed it getting worse over time, but I had the whole shebang running for a couple of hours last night and never noticed any creeping up.
Maasq
Moon Wizard
April 25th, 2025, 19:04
We just pushed a new build that should help. Please run a new Check for Updates.
As noted above, these are difficult issues to track down; so there may be additional situations to track down later, but the one Carl found with animated token widgets was addressed in this hot fix.
If you still see issues, please let us know.
Regards,
JPG
Alynn
April 26th, 2025, 13:41
That looks to have done the trick. I started her up last night before I went to bed and 8-9 hours later its still sitting at about 10-11%.
Orikkro
May 1st, 2025, 03:46
I am also experiencing this. I have a i5-3570k running Windows 10 and have been having this issue for a while. Even today while playing in a game my CPU use eventually reached 100% after starting out at around 40% after 4 hours of being in the session. Eventually some component of windows or a driver will crash due to it and once everything is back to normal without Fantasy Grounds running CPU use is back to normal. I made sure I was updated and the host was before the session.
Moon Wizard
May 1st, 2025, 07:06
The specific issue was for the animated token bitmap decorations (specifically the new initiative indicator).
If you see the growing CPU after just loading your campaign and waiting, please send us a zipped up version of the campaign, so we can look at the issue.
Regards,
JPG
Orikkro
May 4th, 2025, 06:41
I have a zipped version of my own campaign that was exhibiting similar behavior. Even caused players as well as my PC to black screen and then recover. How do I send it to you, via a specific email, etc? It's 361MB.
MrDDT
May 4th, 2025, 08:26
I have a zipped version of my own campaign that was exhibiting similar behavior. Even caused players as well as my PC to black screen and then recover. How do I send it to you, via a specific email, etc? It's 361MB.
Does it lag or have CPU issues with no exts loaded?
You should make your own threat to get the best help.
LordEntrails
May 4th, 2025, 16:16
I have a zipped version of my own campaign that was exhibiting similar behavior. Even caused players as well as my PC to black screen and then recover. How do I send it to you, via a specific email, etc? It's 361MB.
upload it to a cloud share like google drive and set access to anyone with the link. either paste the link here or send it via a help > support ticket with reference to this thread.
Moon Wizard
May 5th, 2025, 00:46
Just a heads up that since the campaign is so big, I assume that you are using very large map images. Anything larger than 8Kx8K will be problematic on certain machines, due to limitations of lower-end graphics cards (especially laptops without discrete graphics cards). You should check whether you are using any images larger than that, because that may be a contributing factor.
Regards,
JPG
Orikkro
May 5th, 2025, 00:54
There are some large maps but it is a campaign we just finished after two years and it's only recently that we've seen this CPU use constantly climbing issue. Basically it happened after the memory leak issue that got fixed. Even un sharing every image but the current map, disabling fx effects, and renaming the chat log and starting a fresh one did not stop the slow gradual climb from 40% to 100%.
My system is nowhere near top of the line but for a program as old as FG in a Unity wrapper it should be more then enough. I submitted support ticket with the campaign file zipped up.
------------------
System Information
------------------
Time of this report: 5/4/2025, 18:51:04
Machine name: DESKTOP-3FUN16K
Machine Id: {37EB90A2-B1AD-4D71-9094-50E0B032587A}
Operating System: Windows 10 Pro 64-bit (10.0, Build 19045) (19041.vb_release.191206-1406)
Language: English (Regional Setting: English)
System Manufacturer: To Be Filled By O.E.M.
System Model: To Be Filled By O.E.M.
BIOS: BIOS Date: 07/11/13 17:42:27 Ver: 04.06.05 (type: BIOS)
Processor: Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 CPUs), ~3.4GHz
Memory: 16384MB RAM
Available OS Memory: 16270MB RAM
Page File: 10820MB used, 7880MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
Miracast: Available, no HDCP
Microsoft Graphics Hybrid: Not Supported
DirectX Database Version: 1.0.8
DxDiag Version: 10.00.19041.5438 64bit Unicode
------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Display Tab 2: No problems found.
Display Tab 3: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Sound Tab 3: No problems found.
Input Tab: No problems found.
--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)
---------------
Display Devices
---------------
Card name: NVIDIA GeForce GTX 1650 SUPER
Manufacturer: NVIDIA
Chip type: NVIDIA GeForce GTX 1650 SUPER
DAC type: Integrated RAMDAC
Device Type: Full Device (POST)
Device Key: Enum\PCI\VEN_10DE&DEV_2187&SUBSYS_401A1458&REV_A1
Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_E NUMERATOR|DN_NT_DRIVER]
Device Problem Code: No Problem
Driver Problem Code: Unknown
Display Memory: 12064 MB
Dedicated Memory: 3930 MB
Shared Memory: 8134 MB
Current Mode: 1920 x 1080 (32 bit) (50Hz)
HDR Support: Not Supported
Display Topology: Extend
Moon Wizard
May 5th, 2025, 02:27
FG uses Unity features to deliver the VTT experience, it's not just a "wrapper" for old FG.
As I mentioned above, large images above 8Kx8K will affect performance across all machines, regardless of whether your personal machine can handle it. The GPU you are running is 6 years old; so will be starting to show its age when attempting to push large graphics. It was just a consideration to explore, given you have a massive footprint on your campaign; and from your responses, it seems that you are past the recommended limits for graphic assets.
At any rate, please send the link to the campaign, if you haven't already.
Regards,
JPG
Orikkro
May 5th, 2025, 03:22
Describing it as a wrapper is just me giving a simple description. As I know that FGU is not fully rewritten in Unity. This however isn't a GPU issue it is a CPU issue. In fact I use to run it on an even more ancient AMD video card with no issues. This is my campaign which I submitted opened to the largest man sans players (Can't really ask them to log in and move around since the campaign is now over.) As you can see the GPU is just idling, using just 30W of power, automatically undervolted, and underclocked.
64290
It is also not exclusive to my campaign as I stated in the beginning. I play in a campaign Utilizing your Pray for Death module the GM purchased and has not modified and after 4 hours last Weds it was up to 100% CPU usage. This weds I will try to take a screenshot of the CPU increase through the play session if it is still occurring.
Moon Wizard
May 5th, 2025, 16:58
Actually, FG was completely rewritten in Unity. While the data structures and logic were maintained, it had to be rewritten to run inside a different system, as well as many logic sections being rewritten from scratch over time to support new behaviors.
As for CPU and GPU, large images DO have an impact on CPU performance, as the amount of information that needs to be processed for all the computations regarding tokens, line-of-sight, vision, lighting, FX, and more. While some parts can be handled on the GPU, CPU performance can still be impacted by images larger than the recommended amount.
We'll take a look at the campaign you sent in to see if we can reproduce.
Regards,
JPG
Moon Wizard
May 5th, 2025, 18:56
Been running for a couple hours this morning; and CPU/Memory has been stable.
In the campaign you provide, I opened the combat tracker, Grandpa Jay, and the map that he was on; and left it running in the background.
Regards,
JPG
arkanis
May 5th, 2025, 22:27
I don't know if it's related but I had the same issue of with the "Indicators" extension enabled, with CPU climbing slowly up to 100%, even though my CPU is fairly powerful (ryzen 3900X) and GPU is a 4070 Super. Had to disable it.
Moon Wizard
May 6th, 2025, 03:32
Just finished leaving a session open for ten hours with the windows open with no CPU/Memory increase. Perhaps related to community extensions...
Were these readings from after the release last week on Tuesday? We specifically pushed a fix for CPU/memory that day (6 days ago).
Regards,
JPG
Orikkro
May 6th, 2025, 03:35
It would have been on April 30th the last time I had the issue as it was in the Pray for Death game. It is entirely possible it was fixed or it could be a community extension. This upcoming Weds will be another session of that Pray for Death game and I will know then if it's still an issue.
Moon Wizard
May 6th, 2025, 03:38
That would be great; since we don't run and are not familiar with the features of all the various mods. If it's still an issue, we'll have to start reaching out to those developers for assistance in pinpointing any issue.
Thanks,
JPG
Orikkro
May 8th, 2025, 18:29
This was the results of the game session. Still an issue and I will begin trying to test the various extensions we use. My first suspect will be the combat highlighter. I will reply if I find anything that is a cause.
643166431764318
Asgurgolas
May 10th, 2025, 19:20
Following because I'm very interested (I have kinda the same issue: CPU up to 40%, over 8 GB ram and 40-50% GPU after playing for about an hour or two; with one player who has lots of problems such as the screen blacking out once he open a map and infinte loading time, like he rolls a check and the DM sees it in chat after 30-40 seconds and the other a little less than that)
Moon Wizard
May 10th, 2025, 21:36
What extensions are you running in your campaign?
We may need a copy of campaign zipped up with any custom modules/graphics, in order to reproduce; since we're not seeing that here.
Regards,
JPG
Asgurgolas
May 10th, 2025, 22:01
LOTS of extensions actually (around 40 or so), and a pretty large campaign, it's around 4 gb folder (yeah it's huge, still adding entries to the database since the times of FGC, ways before FGU was even launched)
LordEntrails
May 10th, 2025, 22:05
LOTS of extensions actually (around 40 or so), and a pretty large campaign, it's around 4 gb folder (yeah it's huge, still adding entries to the database since the times of FGC, ways before FGU was even launched)
Sounds like it's time to clean it up. Rename the chatlog.html periodically. Unshare and even delete images that are no longer needed. Test without extensions. As well, if one player is having problems, you are probably overloading their computer or their internet connection.
Moon Wizard
May 11th, 2025, 02:19
Are you running any of these?
<extension name="dicejail" />
<extension name="FG-CoreRPG-Extraplanar-Containers" />
<extension name="Myst - PF2E Desktop Modifiers Reorganized" />
<extension name="PF2CreatureParser" />
<extension name="Success-Level-Colors" />
<extension name="Theme_2024_Dark" />
<extension name="TheRetinaSaver" />
<extension name="PlayerAgency" />
<extension name="Myst - Dice Panel Tweaks" />
<extension name="Myst_-_Hour_and_Day_Durations" />
<extension name="ReadyCheck" />
<extension name="npc-flavors" />
<extension name="CoreRPG-Combat-Highlighter" />
<extension name="FG-Aura-Effect" />
We're trying to get more information on which extension may be creating the memory problem. While it may be a client issue, it doesn't happen with the default ruleset code.
Regards,
JPG
Asgurgolas
May 11th, 2025, 13:37
<extension name="FG-CoreRPG-Extraplanar-Containers" />
<extension name="ReadyCheck" />
<extension name="CoreRPG-Combat-Highlighter" />
<extension name="FG-Aura-Effect" />
These, yes
Orikkro
May 11th, 2025, 15:57
Interesting, I will try to test removing those as soon as I can. Had to help a family member with some medical stuff so haven't been able to test anything yet. Combat Highlighter is my personal prime suspect. Aura Effect would be the runner up.
Asgurgolas
May 17th, 2025, 00:45
For tonight game I disabled the "turbo" extension, and things got a little better: It hangs up a little more often but ram usage never went over 3gb (compared to over 8gb last week), and all players actually managed to play (compared to 1-2 players mostly unable to open maps without crashing out or disconnecting, or having to wait for 10 minutes between "join" and actually loading their character sheet)
Moon Wizard
May 17th, 2025, 01:13
Perhaps the Turbo extension is not releasing all references in the Lua script? Might be worth mentioning to the extension developer.
Lua performs garbage collection automatically; but only on data that no longer has references.
Regards,
JPG
MrDDT
May 17th, 2025, 01:31
For tonight game I disabled the "turbo" extension, and things got a little better: It hangs up a little more often but ram usage never went over 3gb (compared to over 8gb last week), and all players actually managed to play (compared to 1-2 players mostly unable to open maps without crashing out or disconnecting, or having to wait for 10 minutes between "join" and actually loading their character sheet)
Turbo ext has nothing to do with this. It’s about effect indexing.
It won’t slow things down in the way you are talking. It has to do with effect processing and look up and indexing.
Would love to see the campaign and rule some tests. We’ve tested this with dozens of GMs and 1000s of data reports.
Asgurgolas
May 17th, 2025, 16:30
I'd be happy to share but my zipped campaign is somewhat around 3.2 Gb. I can though get it in my dropbox, if needed (altough most of the bulk is maps, so I can actually just remove a few to lighten the load)
devilspork
May 18th, 2025, 02:50
Turbo ext has nothing to do with this. It’s about effect indexing.
It won’t slow things down in the way you are talking. It has to do with effect processing and look up and indexing.
Would love to see the campaign and rule some tests. We’ve tested this with dozens of GMs and 1000s of data reports.
After the update doing away with radial menus, I as GM loaded just fine with Turbo, but none of my players could fully load into the game. It would say connected on my chat log, but they all reported black screens & then FG crashing. I ditched all my extensions for that session (except NPC Flavors) and things were fine. Then I went back and added extensions in groups and have them all turned back on and running except Turbo.
I haven't noticed the other CPU/Memory usage creep as others, but we don't tend to have very long sessions (max 3 hours) and I'm not short on installed memory.
My story would point me to it not being related to NPC Flavors and that there was some conflict with Turbo.
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