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Dynamic Lighting lag issues.

Hey, the last few games I have been having really bad dynamic lag issues for my players. We only have 5 sources of light, but it is causing things to freeze and moving token around takes about 10-15 seconds. I am wondering is this issue because of the map size or is there something else wrong? The Campaign name is Carrion Crown.
1407264060
Gauss
Forum Champion
Please send me a join link and I will come take a look.
1407378960
Gauss
Forum Champion
Ok, I noticed that you are using freehand drawings on your DL layer. That is almost certainly the cause of the lag. You should only use Polygon/lines on the DL layer.
To expand on what Gauss said: Roll20 uses vector graphics rather than raster. This means that a freehand drawing is made up of dozens or hundreds of tiny straight lines that just look like a curve. Which means that your DL layer, if drawn in freehand, is several hundred or even thousands of times 'larger' than it should be... so the computer is spending all its time trying to work out all these calculations, and doesn't have time for other things like 'moving a token'. Use the polygon line tool, hold the shift key if you want it to snap-to-grid, and you'll see a definite improvement. -Phnord
Thanks guys!
Hello guys! I'm new on this dicusssion section and i'm having some bad experiences with Dynamic lighting. First of all, i followed all the instructions mentioned on the help icon. But my players only see total DARKNESS! What is happening? First of all, i enabled on the Page Settings the Dynamic Lighting feature (both boxes). Then, i added the light on the tokens that i wanted to emit and checked " All Players See Light" . After that, i placed my characters tokens on the map and then configurated them to "Has Sight" feature. When i use the Crtl+L feature i can see perfectly the view of the character, but again, my players only see TOTAL DAKNESS. Do i did something wrong? Thanks. Rodrigo.
1407763516
The Aaron
Roll20 Production Team
API Scripter
You probably have Fog of War Enabled.
Nope. Only checked the DL features in Pege Settings and on the player's tokens. When i turn off the DL features, my map is visible for all players. But, when i turn on the DL, only darkness. What else i can do?
Could you do me a favor and take a screen shot of the token settings (or just give me a run down of what boxes you have checked and any other things like emitted light and range of sight) and describe what settings specifically you have checked for the page?
Sure! First, i checked the boxes DL on the page settings. Then, i draw all the areas that i want to block light on the Dynamic Lighting Layer. After that i placed a token that emits light and checked the box "all players can see ligth". For last, i placed the player's token, and checked the box "has sight". When i use Ctrl L feature i can see the view of the player (as GM). But when i join as player, i only see darkness. All the steps are in images.
1407770608
The Aaron
Roll20 Production Team
API Scripter
Do you have a token that your player can control? If you have no tokens you can control, when you join as a player, you won't be able to see anything.
NOW IT'S WORKING! Jeez...without this help i would never figure out what to do! Thanks, a lot guys! The only problem i see on that, is now my players can move whenever they want their tokens...:(
1407779543
The Aaron
Roll20 Production Team
API Scripter
That is a problem. You can set [X] Update on Drop to at least prevent them from doing flybys with their token without actually moving it to a place, but there isn't a complete solution. There are some scripts that lock players' tokens ( I wrote one ), but even that's not a complete solution. The closest you can get is probably to use fog of war and dynamic lighting, but that's a bit tedious.
yeah, i know. Before the DL, i always used fog of war, but it is very, very tedious...Well, anyway, thanks again! I'll try to not let my players know that they can move their tokens...at least until they figure out.
1407782705
The Aaron
Roll20 Production Team
API Scripter
=D If it becomes a problem, you could use it to your advantage by having some OTHER map covering the parts they haven't seen yet, allowing them to get the wrong impression of what's there ( Oh.. I saw there's an unguarded treasure room on the other side of this door... ), then move it just before they go in ( My GAWD!!!! What is THAT!!! It's got Tenticles and.. Is that eating babies?!?!?!! )... That's just me.. =D
so i've been working with a map that is almost all natural caverns i'm using the polygon/line tool to draw out the DL blocking and have a map that's a jpg of no more than 345 kb. the map is 40x40 squares. when i turn on dynamic lighting the whole thing bogs down. turns out that i'd given each goblin "dark vision" by giving them a 45 degree light to their front. computer was trying to calculate 20 different light angles (one for each goblin). totally lagged out DL. once i removed all the light from the tokens it worked just fine. I'd recommend just estimating darkvision and only give player tokens light sources of that kind. doh!
i let my players move their tokens, but theyre mostly mature enough not to spoil the map early. just in case i have my monsters lurking on the GM layer until they enter the rooms or actually see them.