Thread: Best performance for players
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January 20th, 2022, 18:13 #11
Get everyone an 11th gen i9, 256 gb of ram and a couple 3060 GPUs or whatever is cutting edge. This will help I feel certain.
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January 20th, 2022, 20:03 #12
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- Jul 2016
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- 2,482
Disabling lighting (though keeping LoS) made a considerable difference on some maps for me.
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January 20th, 2022, 22:03 #13
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- Mar 2012
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- teleporting without error
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I haven't watched all of the Smiteworks LOS youtube tutorials, but it might be worth considering if older ones are giving out counter-productive advice. I'm thinking about this one specifically
https://www.youtube.com/watch?v=sQnCo9Q8fjQ
Where during the course of drawing cave LOS it's talked about getting the LOS really precise with lots of data points. This was one of the first ones I'd watched, and so the current advice regarding minimizing points was a light bulb moment, as it was in my head to make the LOS precise with lots of points, like in the video.
IDK if perhaps culling tutorial videos as performance issues are identified is a good use of time or not, but if people aren't on discord or forums and following taking all of such advice to heart, it's natural they'll be stumped about why their games run slow (and blame the engine)
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January 20th, 2022, 22:56 #14Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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January 22nd, 2022, 10:25 #15
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- Jul 2020
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- 79
Wow,
Lot's of great answers. Thanks.
I think the LOS could be an issue, the idea of sending the maps when my players are offline, and removing obsolete stories, tokens, maps from the campaign is something i honestly haven't done. All useful feedback which I'm sure will improve our game. Thanks again,
Caratacus
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February 2nd, 2022, 21:14 #16
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- Jan 2021
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- 212
It makes me furious to have to, but I've done the same thing. Otherwise my games are more chore than fun.
I've exhausted all the energy that I care to talking about the performance issues of FGU only to be met with excuses, 'hacks,' and workarounds.
The objective reality is that FGU shouldn't run like a 2003 Nokia phone when DMs and/or players implement the features that were the primary reason for the 'upgrade.' I certainly don't overload my client with thousands of LoS points, but yet the problems persist.
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February 2nd, 2022, 22:34 #17
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- Jul 2020
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- 79
I pre-shared the map last night before my players got online, and that worked great. Unfortunately, as other problems with automation showed up (troubles with targeting and allied NPC automation) we decided to try rebooting everything, and from that point my players again had trouble with the map not completely loading (and no solution to the NPC problems either). I ran with no LOS or lighting, despite the encounter being in an underground cavern complete with many obstacles. Surely there is a solution, or the whole "upgrading" really appears to be "downgrading" play.
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February 2nd, 2022, 22:38 #18
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February 3rd, 2022, 00:19 #19
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- Jul 2020
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This should be them
https://drive.google.com/file/d/1Tiw...ew?usp=sharing
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February 3rd, 2022, 05:37 #20
That's the campaign data, not the logs. Details on how to compile the logs is available here: https://fantasygroundsunity.atlassia...o+Compile+Logs
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