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  1. #81
    damned's Avatar
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    Im using an 8year old i5 with 2cores, 8gb ram, 2gb entry level gfx card, single QHD screen and an SSD hard disk.
    Group is normally 6 players plus me.
    It runs fine for me for what Im doing.
    What else is going on on your setup?
    How many modules are you loading?
    How many actors in your CT?
    How many extensions are you running?
    I dont know why you are seeing performance issues but maybe there are things that can be changed on your side?

    Edit: Im wrong, its 7years old and its 4 cores, no hyperthreading.

  2. #82
    Quote Originally Posted by Moon Wizard View Post
    We don't usually publicly announce specific dates on any features; due to the fact that dates and priorities shift all the time. Here is a rough outline of where we are.

    For vision/lighting, we are still getting a new build every 1-2 days as we work through the actual usage scenarios. We also need to build out the support in the client and tools to allow lighting to be added to existing content; as well as to run through the whole process on a number of official modules. That is in process; and Doug is even pushing for doing another preview shortly.

    For the forge, the initial work on the web and database side is mostly done; and we are working on the updates needed in the patch system and updater to support end user registration and purchase. Projects like this that touch many systems tend to be a bit cyclical (i.e. changes on one system require changes on another, and vice versa); so we still need to run through all the details and workflows once the initial patch/update portion is complete.

    Regards,
    JPG
    Adding this to the Community project for LOS would be acceptable I believe. I have loads of spare time and don't mind adding light to maps and such.

  3. #83
    We have a chunk of extensions turned on, mainly rob2e stuff, we were in storm kings thunder on night stone map, 7 players with maybe 20 npc. I was not host but most of us were getting performance response issues, DM turned of LoS only and all was fine from then on.

    We have a mix of location in the US/UK, so this could be some 'network' traffic tick dragging down the response rate, as you say it should not be graphic related cost... but we were playing and it was not time to 'debug' into what was causing it..

    Not sure if the map also has 'snow' effect on top, and I dont recall if this was also turned off to fix the response rate.

    We have a session tonight, so I might suggest turning things on and maybe getting some more information... but when playing with people over different time zones its not the thing to ask them giving up more 'home' time on a saturday to debug issue that can be fixed with turning off a couple of things in game... that were not that important in a more 'day' time map..

    -pete

  4. #84
    Quote Originally Posted by bratch9 View Post
    We have a chunk of extensions turned on, mainly rob2e stuff, we were in storm kings thunder on night stone map, 7 players with maybe 20 npc. I was not host but most of us were getting performance response issues, DM turned of LoS only and all was fine from then on.

    We have a mix of location in the US/UK, so this could be some 'network' traffic tick dragging down the response rate, as you say it should not be graphic related cost... but we were playing and it was not time to 'debug' into what was causing it..

    Not sure if the map also has 'snow' effect on top, and I dont recall if this was also turned off to fix the response rate.

    We have a session tonight, so I might suggest turning things on and maybe getting some more information... but when playing with people over different time zones its not the thing to ask them giving up more 'home' time on a saturday to debug issue that can be fixed with turning off a couple of things in game... that were not that important in a more 'day' time map..

    -pete
    You don't need to debug, just make everyone send their log files and then forward to [email protected]

  5. #85
    Quote Originally Posted by Jiminimonka View Post
    You don't need to debug, just make everyone send their log files and then forward to [email protected]
    When we play tonight, I'll ask to get things turned back on, and get the guys to post the each players log file into our discord if we are having issues again..

    -pete

  6. #86
    damned's Avatar
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    with 26 combatants and Line of Sight the number of calculations going on for each of those is likely the cause.
    next time that happens try turning LoS back on after you have killed 1/3 or 1/2 the enemy and see what happens...
    i think that some maps use a lot more occluders than others and this combined with large numbers of actors is taxing the Lua processing ability...

  7. #87
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    Note, it is the GM computer that does the vast majority of calculations. So they are the bottle neck. And as damned implied, the amount of calculations the DM computer has to calculate for LOS is roughly the number of CT actors times the number of occluders. And some folks get carried away with occluders thinking they have to follow the exact outline of trees and curved walls etc. They don't. imo no occluder should be less than 1/2 a grid long. And that's pushing it.

    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.

  8. #88
    Quote Originally Posted by damned View Post
    with 26 combatants and Line of Sight the number of calculations going on for each of those is likely the cause.
    next time that happens try turning LoS back on after you have killed 1/3 or 1/2 the enemy and see what happens...
    i think that some maps use a lot more occluders than others and this combined with large numbers of actors is taxing the Lua processing ability...
    Find the following helps in lag/update delays when playing FGU 5E with extensions. First I make sure my combat tracker is brought up - scrolled to top and bottom to insure all things have been loaded in memory at least once. I then make sure the map is up and has had a chance to be loaded (shared) to all the players. The delays are then seriously reduced (worst case was recently for COS Wizard of Wines with a crap ton of blights running around in close proximity). At that point the only delays suffered were when targeting was being applied or removed for fireball type of effects (most things were targeted). Gist being - 90% of the time I never suffer lag/delays for players. That may also be because I cut out the middle man (cloud server) and do everything through LAN with a very good network and decent machine.

    IF SW is going to look for places to save on delays I'd concentrate on map/CT targeting interactions as one of the heaviest usage points. IMHO.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  9. #89
    Quote Originally Posted by damned View Post
    with 26 combatants and Line of Sight the number of calculations going on for each of those is likely the cause.
    next time that happens try turning LoS back on after you have killed 1/3 or 1/2 the enemy and see what happens...
    i think that some maps use a lot more occluders than others and this combined with large numbers of actors is taxing the Lua processing ability...
    just some very quick approx performance numbers...

    Loading player's handbook in a new campaign..

    FGC ~1 second.. ( time by hand with stop watch on phone. )
    FGU 4.65 seconds.. ( Because the console window logs it !! )



    If i load MM and DMG, to add more 'items'... and then open the item window, and select the 'weapons' popup...

    FGC ~1.3 seconds. ( time by hand with stop watch on phone. )
    FGU ~2.5 seconds. ( time by hand with stop watch on phone. )


    Time to restart campaign, from pressing 'load' to showing desktop...

    FGC 13 seconds. ( time by hand with stop watch on phone. )
    FGU 28 seconds. ( time by hand with stop watch on phone. )



    I dont think its much to consider that the new FGU should be 'Faster' and more 'responsive' than the old version it replaces.


    Checking the LoS in nightstone, see attached... I agree with Lord, that the occludes around the windmill, and the main encamp and even in the source castle could do with a clean up... and probably accounts for a lot of the issue as we were fighting on the broken bridge etc..

    -pete


    EDIT: on the night stone map, on my local machine with just one character. My machine gets 60fps ( probably vsync capped, can this be turned off ? ), but stutters every so often down to 40fps when you drag the token about like a mad man !! I just get a stutter every few seconds, probably as it caches some more data and maybe it 'refines' the LoS visible list by doing a simplification etc..
    Attached Images Attached Images
    Last edited by bratch9; January 30th, 2021 at 16:10.

  10. #90
    Quote Originally Posted by SilentRuin View Post
    Find the following helps in lag/update delays when playing FGU 5E with extensions. First I make sure my combat tracker is brought up - scrolled to top and bottom to insure all things have been loaded in memory at least once. I then make sure the map is up and has had a chance to be loaded (shared) to all the players. The delays are then seriously reduced (worst case was recently for COS Wizard of Wines with a crap ton of blights running around in close proximity). At that point the only delays suffered were when targeting was being applied or removed for fireball type of effects (most things were targeted). Gist being - 90% of the time I never suffer lag/delays for players. That may also be because I cut out the middle man (cloud server) and do everything through LAN with a very good network and decent machine.

    IF SW is going to look for places to save on delays I'd concentrate on map/CT targeting interactions as one of the heaviest usage points. IMHO.
    Our DM local hosts on his own machine, he has nice new fancy 1gbps fiber, I have to slum it out in the country with 40mbps which we had to fight for in the village as a lot of us are on the last 'BT' box and they did not convert it... because it might 'flood', which has never happened in 20+ years of living in this area... Took us 8 years from the village going FTTC to getting the last box converted, and I could get away from 512kbps...

    We were well into hours of play on the map, so everything should be loaded and cached, and as I said turning off LoS fixed the bulk of our issue..

    -pete

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