Thanks
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Thanks
Version Update: 1.4
nil check for possible script error when using Polymorphism extension
Version Update: 1.5
Maintenance: PFRPG2 update for ruleset changes. Support PFRPG2-Legacy
Ruleset updated allowed me to clean up the PFRPG2 code and now should be pretty insulated from future ruleset updates. Thanks @Trenloe
does this work for D&D 5e
Hi All.
I was just recently was asked if I thought Turbo helped.
And I was unable to quantify my answer......qualitatively I believe the answer to be YES.
Playing a couple of different campaigns with PFR1
I uploaded this mod to see if I could notice a performance gain.
I "THINK" my group has noticed an improvement....but my experiment is muddied by our also switching to LAN (TCP/IP) rather than a cloud campaign.
More, I do think it helps when in the midst of large combats (ie a recent one when there was the party and 30 other NPC's on the map at one time).
I'll be running a gaming session this weekend without it to see if anyone notices a slow down....then again with it on to again see if anyone notices.
Will post my "subjective" results.
I've tried parsing its' impact via system load but FGU only sucks up 7-9% of my processor when loading and 11-15% when the game is fully up and active...so I'm really not showing the load there with turbo up, and turbo off.
Any other suggestions on how I can quantify any improvements?
You will see the biggest improvements when actors in the CT have a lot of effects on them.