Dune 2d20
Page 3 of 4 First 1234 Last
  1. #21
    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

  2. #22
    Was anyone able to take a look at that file? Did I share it properly?

  3. #23
    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,
    JPG

  4. #24
    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,
    JPG

  5. #25
    The last map we had trouble with was "Boarding Devil's Pallor."

  6. #26
    pindercarl's Avatar
    Join Date
    Jan 2015
    Posts
    812
    Blog Entries
    2
    Quote Originally Posted by uMike View Post
    The last map we had trouble with was "Boarding Devil's Pallor."
    Thanks for your patience, uMike. I didn't find anything particular to the map in question. However, we've uncovered a few memory leaks with images that have been patched and could be affecting performance on your maps. The fixes should be in the next release.

  7. #27
    Quote Originally Posted by pindercarl View Post
    However, we've uncovered a few memory leaks with images that have been patched and could be affecting performance on your maps. The fixes should be in the next release.
    This is fantastic news.

    Is the improvement only going to be evident in rare situations or more broadly applicable? Also, I know an increase in performance can be difficult to quantify, but if you had to estimate is it 10%, 25%, more?
    lol/no

  8. #28
    pindercarl's Avatar
    Join Date
    Jan 2015
    Posts
    812
    Blog Entries
    2
    Quote Originally Posted by BushViper View Post
    This is fantastic news.

    Is the improvement only going to be evident in rare situations or more broadly applicable? Also, I know an increase in performance can be difficult to quantify, but if you had to estimate is it 10%, 25%, more?
    The improvement is broadly applicable. As these are memory leak fixes, they will not improve performance above the initial performance when the image is loaded. However, it should prevent the performance from degrading over time.

  9. #29
    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,
    JPG

  10. #30
    Quote Originally Posted by Moon Wizard View Post
    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,
    JPG
    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.


    Quote Originally Posted by pindercarl View Post
    The improvement is broadly applicable. As these are memory leak fixes, they will not improve performance above the initial performance when the image is loaded. However, it should prevent the performance from degrading over time.
    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

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Starfinder Playlist

Log in

Log in