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August 10th, 2020, 19:06 #11
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Considering the possible network speed, no.
The slowdown subsides if nothing happens on the CT or the map, but immediately restarts when a player targets other tokens (targeting one token takes the same time as a group of tokens).
After the player left I continued the local server scenario with 2 players in my home LAN. I added 20 more entries to the ct (20 skeletons).
The GM PC slowed down for a few seconds, while the notebook needed 5 mins to show them in ct and on the mapLast edited by buzzharley; August 10th, 2020 at 19:09.
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August 10th, 2020, 19:39 #12
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August 10th, 2020, 19:44 #13
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Yep, but the first time it happened it wasn't.
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August 13th, 2020, 20:15 #14
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Is there anything needed for futher analysis? I will be happy to provide. Did the log files help?
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August 13th, 2020, 20:18 #15
Some questions:
- Were there any other computer connected?
- What is your CPU % sitting at when everything is idle (all images closed)
- What is your memory usage at when FG is left idle?
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August 13th, 2020, 20:27 #16
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There were 5 players connected, we were playing on cloud server. All have at least 100Mbits connections.
2nd question: FG started, nothing opened: no other process, except backgrounds: cpu2,6% and 650MB
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August 16th, 2020, 15:36 #17
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Played yesterday: 5 players, same technical setup as last time, one player unable to join from the lobby (waiting for response...) changed hardware for that player.
Deactivated all extensions save universal, deactivated most modules. Activated LOS. Combat was completely setup beforehand. CT was populated, map open. Then the players joined
CT had 40 participants, low level chars, simple mobs. removed some of the mobs and doubled the hp of the remaining 1s (isnt the same, I know)
Combat went slow, but nobody got more than 6 secs lag during the battle. After some mobs were cleared from the map game was running more smoothly.
Conclusion: For battles with more than 30 participants, set up the ct beforehand and let the players join the setup, adding the prepared encounters with the players connected to the CT will cause immense lag and the network wont recover easily.
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August 16th, 2020, 15:37 #18
Why does the CT participants cause lag I wonder.
What is FGU doing in the background?
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August 16th, 2020, 16:17 #19
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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August 16th, 2020, 17:05 #20
Ah okay, has anyone of you tested it without LOS?
I don't run with LOS purely because it gets unfeasible (GPU/CPU resource wise). It's more trouble than it is worth.
Theoretically, without LOS, there shouldn't be much of a bog-down for the CT, right?
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