Thread: Slow Token Movement
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August 15th, 2023, 07:02 #21
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https://drive.google.com/file/d/1Z9h...ew?usp=sharing
Forgive me, I haven't shared files via link before. I think this will get you to my Skull and Shackles campaign folder all zipped up. Let me know if the link doesn't work and I'll try again.
We've had the problem on several images, but the latest one is called "Boarding Devil's Pallor."
~uMike
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September 5th, 2023, 03:34 #22
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Was anyone able to take a look at that file? Did I share it properly?
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September 5th, 2023, 05:48 #23
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Let me check in with @pindercarl and see if we looked at this already. I know we have a fix for a related issue queued for the next release already that may help.
Regards,
JPGFG Wish List - https://fgapp.idea.informer.com/
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September 5th, 2023, 22:14 #24
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I took a quick look from a high-level.
Some thoughts:
* Any extension that offers overlay or other always-on tracking behaviors can have an impact on performance. I suggest disabling ALL extensions for your next session to see if it helps.
* You have over 50 modules loaded in this campaign. Try removing the modules you don't need for the current session, and see if that helps.
Question:
* Which map(s) are the ones you were seeing the slowdown on? There are a lot of maps in the campaign.
Regards,
JPGFG Wish List - https://fgapp.idea.informer.com/
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September 7th, 2023, 01:33 #25
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The last map we had trouble with was "Boarding Devil's Pallor."
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September 14th, 2023, 03:10 #26
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September 16th, 2023, 19:41 #27
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September 16th, 2023, 19:52 #28
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September 16th, 2023, 19:53 #29
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We do not know what the impact will be exactly, because it heavily depends on how maps were used, which map/ruleset features were used, and more. In general, anything that is a memory leak will lead to slower performance over the long haul (i.e. longer sessions with more maps/features are more impacted). The leaks we found were primarily due to the way the Unity engine was handling disposed materials (i.e. not removing from memory as expected, and didn't happen in every case). So, the result is that things should be "better", especially in longer campaigns, more graphics used, more features used, etc.
Regards,
JPGFG Wish List - https://fgapp.idea.informer.com/
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September 16th, 2023, 20:10 #30
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If that's the case, I'm likely to see a massive difference in my 20 month-old campaign. It'll be great to not have to reload FG midway through the session just to make things playable.
Ya, I wouldn't have expected things to improve past baseline. I suppose I was just trying put into perspective how much impact addressing the leaks would be. I've had large, high-definition maps with LoS, lighting, stamps, effect layers, etc. work fine for awhile and then performance would fall off a cliff to the point that my players sometimes couldn't even move their tokens, at all.
At any rate, thank you for working on the issue. The improvements in performance are going to make the user-experience much better for a lot of people.lol/no
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