Thread: Slow Token Movement
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June 30th, 2023, 03:01 #1
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Slow Token Movement
Heya.
Has anyone else seen very slow token movement on maps? My play groups are using PF1 and PF2 rulesets and we've run into slow token movement frequently, but tonight trying to play PF2 was almost impossible. Moving 10 squares on the map was taking upwards of a minute. We haven't been able to find any rhyme or reason to why tokens move slowly some nights and fine another night. Sometimes closing the map and reopening it helps for a short time, but tonight it didn't help at all.
Are we the only ones seeing this?
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June 30th, 2023, 03:23 #2
How big are the maps?
LOS enabled?
How many tokens in your FG data folder?
What is size of campaign folder?
What is GPU load on your computer when this is happening?
Does it happen if you test without players connected?
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June 30th, 2023, 03:39 #3
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We've seen this on maps of different sizes. The one tonight is fairly large and came with the Abomination Vaults AP 1 module. We've seen it on smaller hand-made maps as well.
It's happened with four different people hosting four different campaigns. I'm not sure how many tokens are in any of their folders. I can check mine once we're done playing tonight since I'm one of the GM's that has seen this.
LOS and Lighting enabled on three of the four with the last host only have LOS on.
The Campaign folder tonight should just have the first adventure of Abomination Vaults in it.
We have never seen this issue without players connected. It has the feel of a memory leak when the map is opened as movement often gets worse over time.
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June 30th, 2023, 04:11 #4
If it is happening only with players, when it happens get each person to check their GPU load through task manager. One of them might be struggling and slowing everyone down.
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June 30th, 2023, 04:13 #5
Supreme Deity
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I haven't heard this generally reported, so it might be code from extensions creating extra overhead or perhaps some unique way that you have the maps set up.
Are you running any extensions? Do you get the same issue when you disable them before loading the campaign?
Are you adding anything extra to the maps?
Have you added custom graphics to the images/tokens folders within the FG data folder? How many and how big is the folder in overall file size?
Regards,
JPGFG Wish List - https://fgapp.idea.informer.com/
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June 30th, 2023, 04:39 #6
Are you using token lock with the GM confirming the movement? Or, is the movement unlocked and the players are shuffling their tokens about? Token lock movement is evaluated when accepted on each client, i.e. only one network message is sent that contains the movement path. Without token lock, a network message is sent whenever a token crosses a movement threshold (I think it's 20% of a grid). If you are using grid snap, then it would be each time a token moves to a new snap position. If you are using token lock, then we can likely rule out network speed as the issue.
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June 30th, 2023, 05:19 #7
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Some of our campaigns use token lock constantly but others toggle it on and off between exploration and combat movement. We all restarted FG tonight and when we came back things were running better. I'm thinking it might be the GPU load that Damned mentioned. We're going to check the next time we see a serious problem.
Thank you everyone for the suggestions. We've been trying to figure this out for a while and ran out of things to try.
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June 30th, 2023, 10:48 #8
One thing to check: are you applying light effects to the characters of your players? E.g. are they carrying torches, or do you apply colored lights for their magic weapons, or a Light spell centered on them to explore the dark areas? I had similar slowdowns in fairly small maps when many characters had light effects on them and crossed each other's illuminated area - in that case the best solution is to remove the light effects with the smallest radius and leave only the largest ones (to account for their actual area of vision)
Please vote these quality-of-life features for Fantasy Grounds Unity:
Human readable titles in FGU Updater - 'Staging' state of die rolls (modify results after dice are rolled, but before FGU evaluates the result, for things like Bardic Inspiration) - Multi Screen Support - Let players control friendly NPC tokens - Customizable duration of fog of war
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July 5th, 2023, 05:19 #9
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We're playing again right now with me as host. For this encounter, I'm using a small map, no lighting, no line-of-site, and tokens locked. I did use several map tiles from the Pathfinder Map tiles series to create the map. Does it matter if there are a lot of layers? Every tile added a new layer as I made this map before I figured out how to make them one layer. It's producing slow movement on the map, but it also is slowing down FG entirely. Rolls are delayed from showing up, adding a buff to the combat tracker takes several seconds, etc. I keep thinking it's to do with the map because closing the map and reopening it helps for a little while. In fact, closing the map and waiting a few moments clears up the problem entirely.
We all checked our GPU usage tonight but mine was the highest peaking at 40%. That seems rather low to be causing problems.
Thanks for the ideas. We're still trying to nail this down. I really thought it was a common problem since four different GM's in our group have had to deal with it, but I guess it's just us for some reason.
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July 5th, 2023, 06:28 #10
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