I recently subsribed and used the dynamic lighting and advanced fog of war. Me and my players feedback is as follow: There is a need for a "share vision between players" option. At start, each of my players could only see their own vision. It's realistic, but terribly frustrating for them to be stuck behind and not see the action. I solved this by giving control of each character to each player, so they share all vision, but it means they can move each other tokens. The grid-based aspect is annoying. As long as the environnement is only square angles, no prob. But as soon as you have circles, diagonals, irregular surfaces, the fog of war is ugly and potentially game-breaking. If you have a secret passage behind a thin diagonal wall, the square can be fully revealed by the fog of war, displaying a little bit of empty space behind the wall and making the player guess that there is a secret there.. The performance is atrocious... Without "update only on drop" option, dragging characters tokens is very very laggy. But even with this option, some of my players noticed lag and poor performance, and my own computer had some responsivity issues (and I have a beast of a computer..). As soon as I disabled AFOW, everything was perfectly fluid for everyone. As a developper, I think this feature need a severe optimization, or a complete overhaul. I never worked on dynamic lighting, but I'm sure there is a better method to display a fog of war. I'm glad you are working a solution, but you seems to implicate a long delay before we see some result.. Meanwhile, I will have to find a solution, and I think I will desactivate AFOW and use light crumbs. The only problem is I wanted some colored lights to differenciate player vision and "fog of war", but it doesn't seems possible.