Thread: FGU conflicting with Discord Bot
-
December 1st, 2022, 20:50 #31
-
December 1st, 2022, 20:58 #32
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,553
I think it actually might be related to the images, LoS and tokens; which is why I asked about them.
10MB+ images are actually very large resolution wise; and higher resolutions equates to greater taxing of resources multiplied by number of tokens for LoS/FoW/visibility checks. Our recommended image sizes are 4K by 4K or smaller; and 2MB or smaller in size. Most artist maps are much higher resolution than what is needed for VTT play.
As an example, the large maps in the 5E DotMM adventure are set to about 2.5K by 2.5K resolution and clock in at under 2MB each.
Regards,
JPG
-
December 1st, 2022, 21:02 #33
I think your map size might be your issue.
Per the Developer Guidelines, maps should be no larger than 4kx4k pixels and about 4MB in file size on disk.
I've been using FGU and RMC for a while now (pretty much since the beta), and while it might experience a freeze occasionally (especially the first time opening large lists, it has gotten a lot better though), I have experienced nothing like what you have described. Even after hours and hours of running. I've even (by accident) put my computer to sleep and when it woke back up saw FG was still running and I decided to try it out, no issues there either. NOTE: This is not recommended, it happened by accident, and I try to remember to close it down before I put the computer to sleep.
As Moon Wizard recommends, I'd also start with reducing the size of your maps, and see if that helps at all.
-
December 1st, 2022, 21:07 #34
Capture.PNG
This is the typical map size and type I use. And yes, different group members have different vision types and there may or may not be light sources on the map depending on time of day etc. I sometimes use weather effects and oteher FX as well but not always.
If FGU can't do what it's made to do and I need to constantly make sure I don't throw to many enemies at the party or use a map over 2mb because the game might crash, then that tbh is a massive disappointment. If it caused slowdowns and froze for a few seconds I could deal with it and manage my resources, but a CTD or freeze without recovery is unacceptable. I really hope there is something that can be done.
Thank you all so far, I have a few things I can try now at least.Last edited by moostik; December 1st, 2022 at 21:27.
-
December 1st, 2022, 21:29 #35
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,553
As @Sulimo pointed out, we have a recommended map size, and this is specifically to keep performance at an acceptable level. This has been the case since FGU was released, and all of the official material works within the recommended guidelines.
If you are using maps larger than the recommended size, you will likely have stalling or performance issues as you add more tokens to a map. The solution is to reduce the map sizes down to an overall smaller resolution for performance of both UI and network transfer times to players.
Regards,
JPG
-
December 1st, 2022, 21:42 #36
Right, it is worth a try. Would using the /imagequality command do the trick, or do i need to resize/resample all the maps i have on disk?
I just discovered something else that might be the issue too. What is the default vsync value? I have two screens, and they seem to have different refrash rate. If I extend the FGU screen to both screens, could that in theory crash the whole vsync process?
-
December 1st, 2022, 22:44 #37
The sync could be the issue if you are experiencing crashes, especially given your specs. You could test by only using one screen to determine if you still have a problem to eliminate that as a cause.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
-
December 1st, 2022, 23:05 #38
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,553
All of the issues will most likely stem from the image sizes. You will need to resample the image to lower resolutions (optimally under 4kx4k).
The imagequality and vsync commands only apply to very specific cases, regarding FoW complexity and graphics card frame rate.
JPG
-
December 1st, 2022, 23:40 #39
4200*4200, 6.6 mb maps with a few light sources and 5 player tokens plus a dozen enemies will definitely cause issues on a modern gaming rig? My best bet is to resize those maps?
Because initially those were the largest maps in the campaign file, and I had issues from session 1.
I will try it if that's what you rcommend.Last edited by moostik; December 1st, 2022 at 23:42.
-
December 2nd, 2022, 00:21 #40
- Join Date
- May 2013
- Location
- East Coast USA.
- Posts
- 945
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks