Battlegrounds Games
Virtual Tabletop Software for RPGs & Boardgames
Calendar
FAQ
Search
Memberlist
Usergroups
Register
Profile
Log in to check your private messages
Log in
Calendar
Calendar
Tue 18 Jun 2013
Wed 19 Jun 2013
Thu 20 Jun 2013
Fri 21 Jun 2013
Sat 22 Jun 2013
Sun 23 Jun 2013
Mon 24 Jun 2013
The time now is Wed Jun 19, 2013 3:58 pm
All times are UTC - 3
Forum index
»
User Feedback
»
Submit Feedback
1.6e definitely appears slower than 1.4i
Post a reply
Username
Confirmation code
Enter the code exactly as you see it. The code is case sensitive and zero has a diagonal line through it.
If you are visually impaired or cannot otherwise read this code please contact the
Administrator
for help.
6 capital letters and numbers. Refresh the page to obtain a new code if needed.
Subject
Subject description
Message icons
No icon
Message body
Emoticons
View more Emoticons
Font colour:
Default
Dark Red
Red
Orange
Brown
Yellow
Green
Olive
Cyan
Blue
Dark Blue
Indigo
Violet
White
Black
Font size:
Font size
Tiny
Small
Normal
Large
Huge
Close Tags
[quote="Kazander"][quote="heruca"]Another thing worth testing is turning down the Fog Resolution a bit on the player's clients.[/quote] Okay, this is interesting, on 2 points. First of all, I thought FoW panel on the GM Server was controlling this for the player clients. I guess that's an 'oops' on my part. Second of all, when you change it, you have to restart the player client for it to take effect. I will try that next Friday with my players and see how it goes. As far as my TS setting go, I can try removing things from there, but I don't really consider anything there optional. It's the minimum required to keep me from having to flip through pages of NPC character printouts or PDFs everytime it's their turn. And keeping track of HP, FP and Thresh in the TS allows other players to take over when a player is missing in a given week--a frequent occurrence in our group.[/quote]
Options
HTML is
OFF
BBCode
is
ON
Smilies are
ON
Disable BBCode in this post
Disable Smilies in this post
Forum index
»
User Feedback
»
Submit Feedback
Topic review
Page 1 of 1
[10 Posts]
Author
Message
heruca
Posted: Wed Jul 14, 2010 8:57 am
Post subject:
You should see a notable speed increase in v1.6g when stepping the sequence with Fog of War enabled. I've re-coded ALL game state updates (not just sequence stepping) so that the Fog of War does not re-render unless there's a good reason for it to.
heruca
Posted: Mon Jul 05, 2010 12:36 am
Post subject:
I just had an idea that may allow me to eliminate any FoW-induced delays when stepping the Turn Sequence.
Kazander
Posted: Mon Jul 05, 2010 12:25 am
Post subject:
heruca:
Suggestion: Continue tracking those things, but in the Notes column. The less number of columns you have, the faster it should perform.
For the record, I did some testing tonight by myself with a GM client and a single player client.
In a session with 10 figures, I rapidly advanced the TS on the GM client through and entire turn, 10 steps +1 for the 'Next Turn'.
I was surprised to discover that in 1.6f it made no difference at all what settings I used in the TS. It took 36 seconds for the client to sync up after the advance, regardless of whether I used my standard TS settings, or if I cut it down to 2 columns only--Basic Speed and DX, the minimum required to determine initiative order.
I also discovered 1.4i was nearly the same. It took the same time with the more advanced TS settings, but 2 seconds less with the most basic TS settings.
It appears that the number of columns and the BRPG version are both red herrings.
It does appear that the FoW affects it. Enabling FoW seems to have the same effect regardless of which mode (manual/dynamic/both), and the number of light sources doesn't seem to affect it either. It seems to make it about 15% slower.
I never experienced the really long wait times that my players did on Friday though.
Perhaps it's a factor of multiple client connections (which I'm not in a position to test), or perhaps there were actually problems with my internet connection on Friday, which slowed this down. I did some testing on Friday which I thought eliminated this possibility, but <shrug>
something
was making a difference.
Kazander
Posted: Sat Jul 03, 2010 4:08 pm
Post subject:
heruca:
No, I intentionally let each user determine their own FoW Resolution.
Okay.
heruca:
I wasn't aware that you had to relaunch BRPG. In fact, I think that's why I placed the FoW Resolution command in the BG button's popup menu on player clients (since players don't have access to the FoW panel while conected to a GM). Perhaps if you cause the FoW to refresh by moving a unit with a light source, you'll see the new resolution setting take effect immediately?
Nope. I tried that. I even tried disconnecting and reconnecting. The change in FoW didn't take effect until I restarted BRPG.
heruca:
Suggestion: Continue tracking those things, but in the Notes column. The less number of columns you have, the faster it should perform.
I'll see what I can do.
heruca
Posted: Sat Jul 03, 2010 3:28 pm
Post subject:
Kazander:
I thought FoW panel on the GM Server was controlling this for the player clients.
No, I intentionally let each user determine their own FoW Resolution. That way, a player with a fast computer can keep his resolution high even if the GM, who has a slow computer, prefers to keep the resolution low. Or vice versa, of course. Every user should set FoW Resolution according to how well they perceive their particular computer is performing.
Kazander:
Second of all, when you change it, you have to restart the player client for it to take effect.
I wasn't aware that you had to relaunch BRPG. In fact, I think that's why I placed the FoW Resolution command in the BG button's popup menu on player clients (since players don't have access to the FoW panel while conected to a GM). Perhaps if you cause the FoW to refresh by moving a unit with a light source, you'll see the new resolution setting take effect immediately?
Kazander:
keeping track of HP, FP and Thresh in the TS allows other players to take over when a player is missing in a given week--a frequent occurrence in our group.
Suggestion: Continue tracking those things, but in the Notes column. The less number of columns you have, the faster it should perform.
Kazander
Posted: Sat Jul 03, 2010 3:12 pm
Post subject:
heruca:
Another thing worth testing is turning down the Fog Resolution a bit on the player's clients.
Okay, this is interesting, on 2 points. First of all, I thought FoW panel on the GM Server was controlling this for the player clients. I guess that's an 'oops' on my part. Second of all, when you change it, you have to restart the player client for it to take effect.
I will try that next Friday with my players and see how it goes.
As far as my TS setting go, I can try removing things from there, but I don't really consider anything there optional. It's the minimum required to keep me from having to flip through pages of NPC character printouts or PDFs everytime it's their turn. And keeping track of HP, FP and Thresh in the TS allows other players to take over when a player is missing in a given week--a frequent occurrence in our group.
heruca
Posted: Sat Jul 03, 2010 2:24 pm
Post subject:
It might be worth doing a "Save As..." of your TS Settings after stripping out any values being tracked that you don't absolutely need. As a test, to see if that is causing a significant slowdown.
Another thing worth testing is turning down the Fog Resolution a bit on the player's clients.
Kazander
Posted: Sat Jul 03, 2010 11:56 am
Post subject:
yep, that encounter. I noticed that too last night. Not sure when I did that, but I did undo it during play last night. Didn't appear to make much difference. FOW was enabled, and almost always is for me. I did turn off Dynamic FOW at one point to try and gain some speed, but it was still very slow.
That encounter was the only one we played last night, so I can't really say about other encounters.
When I say slow, it goes something like this:
As GM, I have several creatures with the same Initiative going all in a row. Once I've completed their turns, I step through the TS several times to advance past all these. My players response:
"Okay, I see the first one go"
(5-10 seconds pass)
"There goes the second one"
(5-10 seconds pass)
"There's the third"
Etc.....
heruca
Posted: Sat Jul 03, 2010 9:40 am
Post subject:
Is this observation based on performance in your "CURRENT2.bge" Encounter? Or do you also find it slow with other Encounters?
Is it only slow when Fog of War is enabled?
I noticed that in your Encounter, you have a lot of tokens carrying not just one but two large light sources each (e.g., a Torch AND a Hooded Lantern). I'm not sure if this was intentional, but it certainly slows down FoW rendering.
Kazander
Posted: Sat Jul 03, 2010 1:38 am
Post subject:
1.6e definitely appears slower than 1.4i
This is evident when stepping through the Turn Sequencer.
Tonight, I had 1
less
player than usual (2 instead of 3), and both of the remaining players were stuck waiting for the TS to step through and update. It was problematic tonight.
Previously, these 2 players had much less trouble, but my 3rd always had trouble--and he's my only Mac player. But he wasn't around tonight.
Display posts from previous:
All Posts
1 Day
7 Days
2 Weeks
1 Month
3 Months
6 Months
1 Year
Sort by:
Post Time
Post Subject
Author
Ascending
Descending
Page 1 of 1
[10 Posts]
Back to top
Powered by
phpBB
© 2001, 2005 phpBB Group
[ Time: 0.3510s ][ Queries: 17 (0.2334s) ][ Debug on ]