Thread: Lag problem since new update
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May 16th, 2021, 09:04 #1
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Lag problem since new update
Hi, update and loaded a campaign that was working just fine previous to latest update. since the update one map (which I grant you was pretty big) only had the center 75% navigable (a large part of the outsides could be seen but were darkened in colour and tokens could not enter).
So, I re-imported the map put the LOS back and it then displayed and acted perfectly...except, it now lags horribly! Tokens take quite a while to re-position on move. Any ideas?
Having said that, otherwise, the new lighting/vision update?...Fantastic!
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May 16th, 2021, 09:56 #2
Perhaps you and your players can play with the /image quality command ? https://www.fantasygrounds.com/forum...l=1#post597199
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May 16th, 2021, 10:34 #3
How many occulders? How many lights? How many actors in the CT?
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May 16th, 2021, 10:43 #4
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Tried the image quality command, only replies that it is 2...must be doing something wrong
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May 16th, 2021, 10:46 #5
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No lights. If by occluders you mean los points then thousands. but...took them all out for testing purposes and reloaded FGU - no change to lag.
Testing with 1 token on the map and 4 more in the CT.
Only other thing I can think may be relevant is that the map was exported from CC3 with 3500*3500 pixels. Other maps the same export setting work fine. Also, as a ping it is less than 4meg.
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May 16th, 2021, 11:15 #6
You have to type for exemple "/imagequality 3" in the chat. You can also type "/vsync 0" for images per second (0 is 60 ips, 1 is your system value, 2 is 75% of it, 3 is 50% of it and 4 is 25%). And for vsync put your graphic card parameters on " let the application choose" or something like that.
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May 16th, 2021, 12:15 #7
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Right, still cant get that to work and it doesnt come up in the fgu / command help. No matter though as I recreated the map as pgn 2000*2000 pixels and tried it with that. All my problems seem to have disappeared which is great.
Just one question though...can you import a layer and use it to create occluders? Ihave a png of just the walls of my dungeon for this purpose but cannot get fgu to put it in a paint layer and then create walls from it.
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May 16th, 2021, 14:00 #8
/vsync and /imagequality aren't actually in /? but they work fine anyway. I'm clueless for why it does not work on your side. I'm playing on a similar map, 3200*3651 and 2,32Mo with no problem. I don't think you can create walls outside the first image layer, but I may be wrong.
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May 16th, 2021, 14:08 #9
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Ahhh, the problem was that I got some internet help which said the command was imagequality [n] so put the brackets in the command
You can put walls in any paint layer and get fgu to create a wall layer from them. Trouble is I cannot get an image into a paint layer as fgu automatically puts them in an image layer. Makes sense I suppose but a bit annoying with the complex labyrinth I have foolishly created in CC3!
Thanks for the imput guys, much appreciated
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May 17th, 2021, 05:08 #10
Supreme Deity
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Can you provide a copy of a basic CoreRPG campaign with your map and the occluders in place showing the lag?
(I ask for a CoreRPG example, because that removes a lot of variables from consideration and allows us to focus on any image control specific issues.)
Thanks,
JPG
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