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November 22nd, 2019, 10:08 #1
Slow loading time - Not Responding message
It always seems to take Minutes (2-5) for the program to load once I have selected the campaign to run and press start.
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November 22nd, 2019, 13:21 #2
Do you have a lot of tokens?
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RIP Canada, February 21, 2022
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November 22nd, 2019, 16:59 #3
To be honest, this is pretty standard in the current, un-optimized version of FGU. It's loading all of the assets, etc..
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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November 22nd, 2019, 18:23 #4
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The "Not Responding" message is also normal for any process that isn't "responding" to the OS. It just means it's busy doing something. It does not necessarily indicate that the program has crashed or even hit a problem.
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November 23rd, 2019, 03:29 #5
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I wouldn't call it "normal". It's possible to design programs that do work without being labelled unresponsive. Consider the case of photoshop or a video encoder, both work for long periods of time without hanging their UI thread. I'm sure the Smiteworks team will want to circle back on this to keep the UI thread responsive (even if it "handles" the input by doing nothing or saying it's not ready) during loading. But certainly it's a common and expected behavior at the minute, and I believe something that's well understood by the dev team even though it's not listed in the known items thread.
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November 23rd, 2019, 05:23 #6
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November 23rd, 2019, 06:49 #7
Supreme Deity
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It's not completely single-threaded. In FGU, all the networking is multi-threaded, as well as all the non-image-loading initialization routines. Unity won't let you load images or interact with on-screen objects outside of the main thread; so we're a bit limited in what we can do right now without re-architecting to replace core Unity functions with a separate library. We'll be continuing to look at ways to speed up both the actual UI/code, as well as find ways to allow background tasks to occur for asynchronous operations.
Regards,
JPG
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November 24th, 2019, 03:30 #8
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December 21st, 2019, 15:58 #9
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I'm glad to see this mentioned as the responsiveness of the UI is the biggest negative I see. In fact the UI feels slower loading over FG classic (even when loading the default 5e campaign). I was going to post the suggestion that the UI should have its own thread and any assets be loaded in the background. But it sounds like the development team is already looking into solutions.
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April 26th, 2020, 06:43 #10
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Just testing FG. I have the $9/mo. subscription to FGU and a trial version of FGC. FGC starts right up. Almost instantly. Doesn't hang. FGU takes minutes to start up and I have not been able to use is in a live game yet because it becomes unresponsive frequently for minutes at times.
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