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June 22nd, 2022, 14:51 #11
It's all relative I'm afraid, FGU running at 8GB is not a problem on my 32GB desktop but running it on an 8GB system would be, you have to work within the limitations of memory, just be glad you are using FGU, back in 2005-201x the FGC was capped (as a 32bit app) at 3.5 GB!
It nice to have everything loaded but at the same time if I were running a face-to-face game I would not have EVERY book I own open on the table in front of me, I'd have them closed in a stack or on a book shelf to get at if needed, think of your modules the same way
<Drat! did not notice Lord Entails had made the same point two posts higher >My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
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June 30th, 2022, 10:19 #12
I also encounter some perf issues with my 8GB RAM computer, with a decent connection.
Strangely it happen only after a certain length of play time.
I will do some test with and without modules loaded. Maybe there is some work to do on the way module are loaded ? Should'nt FGU load dynamicaly the activated module only when needed insteaf on replying ont the user to unload them manually ?
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June 30th, 2022, 10:50 #13
FGU does do that. But if you have 10 modules all with a list of NPCs, items, encounters, quests, story entries etc then all of that gets added to the list of items, encounters etc and that uses up memory. So whilst it only loads into memory an image that you open from one of your modules some parts of the module are loaded in when you open your campaign. So overall it's best not to open things that you don't need in your active campaign whilst playing.
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
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