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August 16th, 2020, 17:37 #21
- Join Date
- Nov 2018
- Location
- CET
- Posts
- 16
The first time I ran the combat LOS was not active, I had not placed any walls or such.
I had my group enter a room with 60 undead which I had prepared with 2 shortcuts. As I dragged the 1st 30 undead on the tracker it slowed a bit on my pc. Then I added the second bunch on the ct (now approx. 65 participants)and the players pcs literally froze. Targeting of enenies took several up to several minutes.
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August 16th, 2020, 17:40 #22
Hmm, that is what I am wondering about.
Without LOS, why does adding more actors to the CT have to slow things down? It sounds like FG is doing constant checks of something between the actors, or something like that.
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August 16th, 2020, 19:12 #23
Depending on the ruleset, PF/PF2 have a lot of automation built around NPCs in the CT. Especially around spells. That might influence it. Don't know.
The devs are still working on performance. If you can create a reproducible situation, it will help them identify the issue(s) and tune for better performance. Things that are known to impact are ruleset, extensions, modules loaded, operating system, hardware specs, graphic cards/driver, map size, number of occluders. No doubt other things impact it as well, but given the millions of possible combinations, its very hard to trouble shoot.
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August 16th, 2020, 19:27 #24
- Join Date
- Dec 2014
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- 31
More Actors on the CT cause
* more values that need to be tracked (HP, Ini, Effects etc)
* more token-positions that need to be checked
* more "listeners" active that need to listen to events triggert by interacting with the tokens (draging token, dragging Damage or attack roll on token etc)
* regular and frequent updates to be sent or recieved between players regarding values, state, position etc of tokens
and if only some of these are/have to be computed in a sequential and not a parallel way speed may take hit.
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