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  1. #1

    Really terrible performance, even on a high end machine.

    EDIT: July 7th update is out, and it is a massive leap forward




    The update is a HUGE leap forward in list pulling performance, and whatever background parsing of the XML files needs to happen. It's still not quite as snappy as FGC, but it's now neck and neck, as opposed to one being much, much many times (like 50-100x) slower.

    Thanks to the FGU team for taking these concerns seriously, I will update the original post.


    OLD POST:

    Video of the whole post is here, if you prefer that:https://youtu.be/dZUK8MoWFNI

    Okay, so to start things off. I have a pretty beastly machine.

    Ryzen 9 3950, 64 gigs of ram and a RTX2080. Game is installed on a nice m.2 SSD

    I want to preface this by saying that I am okay with things "not being optimized" but at this stage, in many ways FGU is pretty much unusable for me.

    Trying to go through menus with any amount of modules loaded is an excessive lesson in misery, with paging through each page of the items tab taking like ten seconds.

    Anything that references tables, regardless of if you are in menus, or are using something like Squareware's random text generation, Unity grinds to a halt. Acts like it has crashed.

    I really don't understand what is going on under the hood, but nothing on my system is tapped out. In fact, it doesn't seem to hit it at all. Loading up anything for the first time results in being unable to use the program while it does so. And my players can't really do anything either, because the program has soft locked until it finishes calling whatever to ram.

    I have seen the team at Smiteworks say that "optimization" isn't a priority, but I can't even use this to DM most of my sessions. I have tried running without any modules and extensions, and while it works very slightly better. The point of using something with Fantasy Grounds feature set over running in discord or on Roll 20, are those sorts of coded features.

    I love this software, and I am prepared to deal with hiccups, but, this is a whole extra level.

    There is a lot more info in the video, including examples with a timer, but I wanted to make a post as well. I understand that Unity isn't done yet, but the way these menus are chugging for me feels very much like Alpha software I have worked with.

    I have tried the classic things like, associating it with a core, or assigning lower and higher priorities, but nothing has worked.

    https://youtu.be/dZUK8MoWFNI one more time, more info there.

    HELP
    Last edited by Broadcast Bard; July 8th, 2020 at 04:44.

  2. #2
    It's early release and FGU has not been optimized yet. All I can recommend is wait, or use fantasy grounds classic for now.

  3. #3
    LordEntrails's Avatar
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    At this point if you need lots of modules and large items of lists and tables (like with Squarewave) and you don't want to wait the 10 or so second for tables to populate, then I agree with Jonin, use FGC.

    I don't know what's going on either, but it's not about how high performance of a machine you have, at least not significantly.

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  4. #4
    I was paying a subscription for Classic Ultimate and took the plunge to buy the lifetime Unity license when it was available. I loved the new functionality, but I was extremely disheartened when I started running into this. It got to the point where I couldn't even run my game. My players were always waiting on me and I was afraid to close anything or search for anything. I finally caved and went back to classic and it was night and day. I really miss LOS and some of the other Unity features, but it's nice to have token lock back for the approved movement and it just runs so much better. I also had to recreate my entire campaign from scratch because it's not backward compatible.

    I didn't post this to rant. Just to say that OP is not alone and Classic is definitely an option. It's unfortunate that it has to be this way. I get that it's not optimized, but a little bit of optimization would go a long way to making it playable until it's ready for release. I'm sure Unity will be great when it's optimized and released.

  5. #5
    Quote Originally Posted by wframe View Post
    I was paying a subscription for Classic Ultimate and took the plunge to buy the lifetime Unity license when it was available. I loved the new functionality, but I was extremely disheartened when I started running into this. It got to the point where I couldn't even run my game. My players were always waiting on me and I was afraid to close anything or search for anything. I finally caved and went back to classic and it was night and day. I really miss LOS and some of the other Unity features, but it's nice to have token lock back for the approved movement and it just runs so much better. I also had to recreate my entire campaign from scratch because it's not backward compatible.

    I didn't post this to rant. Just to say that OP is not alone and Classic is definitely an option. It's unfortunate that it has to be this way. I get that it's not optimized, but a little bit of optimization would go a long way to making it playable until it's ready for release. I'm sure Unity will be great when it's optimized and released.
    Agreed. There are times when all I do is click on a player's action tab on the character sheet, and end up waiting 2 or more minutes for it to open. God forbid I have to search for something. The 10 seconds the OP is getting away with would be just fine with me, considering. Any modicum of optimization for this would be welcome.

  6. #6
    GaryMon's Avatar
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    I purchased FGU Ultimate not realizing how bad it is, I have not even ran a complete session yet ( mostly LAN sessions ) and I regret the purchase.
    I wished I would have purchased classic instead, and I have read post like the ones above that say "use fantasy grounds classic for now".

    How is that an option, are you suggesting purchasing FGC as well or is there some other option I am not finding?

    Purchasing FGC, after throwing $140 at FGU is not even close to an acceptable option, right now I am relegated to just learning how to mess with extension and creating modules because if I connect more than one other person on my LAN, sharing an image will slow it down to a very slow crawl, which frustrates everyone involved.

    I know, I got sucked in by the pretty bells and whistle's of FGU, knowing full well that there was some problems, but Good Grief, this sucks.
    I can only hope that the devs will correct the slow down problems soon. I hate to tell the wife I threw $140 away.
    FGU Ultimate License. Just getting my feet wet, so far.

  7. #7
    Quote Originally Posted by GaryMon View Post
    I purchased FGU Ultimate not realizing how bad it is, I have not even ran a complete session yet ( mostly LAN sessions ) and I regret the purchase.
    I wished I would have purchased classic instead, and I have read post like the ones above that say "use fantasy grounds classic for now".

    How is that an option, are you suggesting purchasing FGC as well or is there some other option I am not finding?

    Purchasing FGC, after throwing $140 at FGU is not even close to an acceptable option, right now I am relegated to just learning how to mess with extension and creating modules because if I connect more than one other person on my LAN, sharing an image will slow it down to a very slow crawl, which frustrates everyone involved.

    I know, I got sucked in by the pretty bells and whistle's of FGU, knowing full well that there was some problems, but Good Grief, this sucks.
    I can only hope that the devs will correct the slow down problems soon. I hate to tell the wife I threw $140 away.
    In my case, I'm paying $10/month to RENT Ultimate classic. But at the rate development is going, I'll probably end up paying the full purchase price for a classic license by the time they release Unity (or it's actually playable). It's sad, but there's no way I could keep running my games in Unity. It was a serious lagfest.

  8. #8
    I must say, it hasn't been that horrible performance wise all the time. I used to run games on FGU and things worked like a charm. Sure, a bit bumpy now and then, but the overall experience was good.

    Last night I ran my Starfinder game on FGU and we had to cancel half way in because of the crappy performance! And with crappy I mean as crappy as it was mentioned in the opening statement! This was really disappointing, as I know it ran really smoothly a couple of weeks ago. I sure hope, that the issues will be fixed soon.

  9. #9
    I use exclusively FGU for 2E, it was very slow to begin with but last week was much better. I manage to run sessions and the only real slow downs are loading Clerics/wizards on their turn in combat, and as already mentioned some searches and table loads take far to long.

    Performance is terrible for a BETA and a paid for program, I would suggest its barely alpha at this point, what is really annoying though is the developer for 2E has abandoned support for 2E until is is published - due to the fact I quote

    "I've been trying to keep FGC and FGU working but at this point I am going to focus on FGC until various API calls in FGC are available in FGU and FGU is in a more stable state."

    I cannot blame the developer as its no doubt pushing water uphill, developing code that should work on FGC and FGU only to findwith FGU it does not!

    So I agree - with above a little performance optimisation now will go a long way to help those paying for FGU to remain with it.

  10. #10
    Quote Originally Posted by new_vision View Post
    I must say, it hasn't been that horrible performance wise all the time. I used to run games on FGU and things worked like a charm. Sure, a bit bumpy now and then, but the overall experience was good.

    Last night I ran my Starfinder game on FGU and we had to cancel half way in because of the crappy performance! And with crappy I mean as crappy as it was mentioned in the opening statement! This was really disappointing, as I know it ran really smoothly a couple of weeks ago. I sure hope, that the issues will be fixed soon.
    Did you maybe just not have very many modules loaded before? I have never known Unity to run "smooth". The only way I could imagine that happening is with a complete minimum of modules loaded.

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