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Game slows down when I modify too many handouts

Greetings, As the title suggests, my Roll20 game has been slowing down for the last few months. It usually happens whenever I edit handouts, move them around the journal, etc... I have monitored Google Chrome to see if Chrome was actually acting up (I'm using R20 on Chrome) and it's not taking as much memory as the slowing down of the page should indicate. I read somewhere on the forums - a few months ago - that such an issue existed for large game. I have about ~1000 archived characters and ~3000 archived handouts, preciously accumulated over the last 5 years. Should I migrate all of these to another game for faster performances ? Is this a known issue ? Is there a fix ? With regards, Boris.
you should switch to hile apk modsuper for faster performance.
1635336143
David M.
Pro
API Scripter
Yeah, pretty sure archived items are really just "Hidden" and don't actually prevent them from being loaded into memory. Since you have a Pro sub, It would be best to keep your "archived" handouts, characters, and maps in an Archive game and keep a lean version for your actual game. The Transmorgrifier tool is invaluable to Pro users for just this purpose.
1635345790
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
What they said. There's a further problem with a gigantic game. It can become nearly impossible to make backup copy or to recover in case of corruption. I would make that  Library Campaign  and start pruning sooner rather than later.
You are a pro user, use transmogrifier and store unneeded handouts, characters, and maps in storage sessions and transmog on demand.  Also turn off third party extensions and use the official API's that do the same thing.  
 I would make that  Library Campaign  and start pruning sooner rather than later. Thanks for the replies everyone and I have done just what you recommended. Out of curiosity, I would have two further questions: Do we know what slows down a game the most? Character sheets, handouts or maps? I am unaware of any tool that would allow to export in a exploitable format the R20 library of a game (by exploitable I mean something that could be read as a PDF, .txt or else... Do you? Cheers and thanks, the game is much quicker now.
In my experience the things that generate graphic lag for my players with low end machines is when they have naughty extensions for roll20 installed, when I draw dynamic lighting lines for walls in a medium sized map and accidentally make them all the color of doorknockers doors/secret walls codes as this generates auras on every single wall entity.  Also Auras, seriously roll20, solve auras.  They kill low end machines performance insanely.  Any api that turns on and displays auras en masse are lag generators immediately, this includes Health auras api, which is an awesome api, but it is just impossible to run with people playing from a phone or a 100 dollar chromebook.  Torch API causes lag for a few low end machines, specifically the !flicker entities but I don't see the lag myself so I still use it cause its what UDL should have been.  API's that try to keep persistent /fx running also generates graphic lag.  Like tying a constant /fx to a status marker.  The heartbeat api generates input lag for api's.   The most mentioned comment that sheets/handouts cause lag is actually not true.  It causes the load time of the session to be longer but it does not actually generate graphic lag unless you have the third party extensions installed.  The third party extensions I feel are like 75% of the culprits for graphic/input lag but we all quietly dance around the subject cause we can't call people out for them.  I have a session that has over 350 monster sheets with 7-15 token image sides to all the default tokens of the monsters in that session and it does not lag at all when I am inside making more monsters.  It does however take a really long time to load.