Sredni Vashtar said: Dynamic Lighting performance issues are resulting in the map scrolling, zooming, token movement, etc being very jerky. The things that seem to make this worse are: multiple light source tokens, multiple tokens with "has sight" (which the SKT creatures have enabled by default), presence of multiple DL polygons (like all the rocks in Nightstone), and using light sources instead of just global illumination. What can we do to improve performance? (Other than turning off dynamic lighting all together.) Also - why are the rocks spotted with dynamic lighting circles, but the buildings themselves aren't? Most of the maps in SKT use global illumination. The only ones that don't have unlit caves or cavern grottos as part of its design, where there are four in total: Dripping Caves, Eye of the All-Father, Deadstone Cleft, and Iymirth's Lair 2. As you mentioned, Has Sight, seems to be the one feature that causes these maps to bog down considerably. With the Dripping Caves, I turned all the Has Sight for commoner's tokens, save for Morak, off, and the map processes far better. In our previous adventure, Mines of Phandelver, several GMs spoke up asking for NPCs to have Has Sight enabled by default. The sticky wicket are the sheer size of these maps. For instance, Deadstone Cleft's cavern dungeon spans a footprint of 800 by 1,140 feet! Some things that can help with map load: Disabling Has Sight on NPC tokens, Enable Only Update on Drop on the Page Settings window, and enable Global Illumination for the four maps that don't have it on. While you lose some of the feel of dark dungeon delving with that last one, it will hopefully make it easier to manage your battle maps. I'll check with the coders about whether there's some optimization that can be done regarding tokens with Has Sight enabled, as that appears to be the principle cause of bloat. Your observations on how Nightstone's DL were drawn are absolutely valid. Looking it over, there are circles used for the boulders (circles shouldn't be used for dynamic lighting), and the buildings should have perimeter walls.