I'm the problem player in PhoeM's game so while I can't speak for the game/token settings, I can give my view of what was happening. Really happy that you're working on this but we want to get the full value out of it and at the moment Explorer mode is too broken to work out. I initially had a problem (macOS, Chrome) where I couldn't interact with my token at all or see any light (I could draw into the darkness and interact with my drawings), but updating Chrome fixed it. I don't know whether my using the Mac version of Chrome is relevant but I was consequently on the latest version (81.0.4044.92 64-bit). Stats at the bottom of the post. Thereafter, in our actual game, having restarted my browser and joined the game fresh, my character with 60ft Darkvision had full vision around his token, through all of the walls and light barriers configured on the map, but only when other people (including the DM) moved their tokens around (presumably near the walls delineating the light barriers). When I mentioned the issue, the DM was able to correct the problem by moving the other tokens away, which kept the unexplored area 'revealed' (via the new Explorer mode) but removed the live visibility of all of the undiscovered enemy tokens. The issue only affected my token, not those of the other two players, even though one of them also had Darkvision and was standing in the same room. I can also report that I am experiencing the full gamut of the other issues, from the 'leaking' corners (which might be related?) to what I think is the gradient effect with nightvision, though it's really not great. Here's an example. The green character is me (60ft darkvision), the yellow character is holding a light source with dim light for 20ft. In the old system, where she stood was brighter but I could still see the pink bug (marked with a pink arrow) clearly. Under the new system, the pink bug is almost invisible because the edge of her dim light has an opaque white overlay. Tokens, map components and items smaller than a square disappear entirely beneath the white halo around her, making navigating some maps terrifying. The next picture shows how severe the effect is, with medium tokens nearly invisible under the halo. You can also see that I can see all the way through the walls where the Explorer Mode has glitched - even though the tokens in the room to the bottom right of the picture have been hidden again as the fog of war effect returned, I can clearly see areas I shouldn't be able to (like the walls themselves, defeating the purpose of secret doors on these complex Dungeon of the Mad Mage maps!) The effect of the area between the end of the (white) dim light emitted by the other player's token and the (white) fog of war in the room to the top right also looks really weird. There's a little strip of darkvision light after the murky dim light cast by my ally. It would make more sense if the misty white areas were clearer (since dim light is considered bright light under 5e darkvision) and the misty white effect was used to denote the dim light of my darkvision, from my perspective. In actual play it can be quite bewildering while the legacy system was much easier to understand. Is there anything we can do with the settings to make this more intuitive? PhoeM said: EDIT: I am using an up to date version of Firefox with Hardware Acceleration enabled. I turned on the new lighting and explorer mode for the Roll20 5e Module - Dungeon of the Mad Mage. We are on Level 10 and I have made no changes to the light layer or map layer. We had previously been playing with only Dynamic Lighting with Enforce Line of Sight (the old lighting engine was struggling to handle the DotMM maps for all of us). We swiftly noticed problems when one player reported being able to see their full vision distance (60ft darkvision) through walls and into the surrounding rooms whenever I moved a Giant Spider token (not their character's token). Overall performance was fine and the WallHacking player reported visibility was corrected and broken again at several moments throughout the 1hr 30min session, usually coinciding with movement of a large (2x2) enemy token. Towards the end of the session we moved into area 24b and my view of the game started to slow down significantly, possibly due to the nature of the shape of that room, then my 980ti hit its thermal cut out and my machine hard rebooted. I suspect that something to do with the player experiencing unrestricted visibility and the calculations that must have required, but I do not have any evidence to that effect. The machine has never suffered a hard crash before and the graphics card is regularly stressed in playing games without suffering this sort of load failure. WebGL report from my machine (hardware acceleration is on): Platform: MacIntel Browser User Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_3) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/81.0.4044.92 Safari/537.36 Context Name: webgl GL Version: WebGL 1.0 (OpenGL ES 2.0 Chromium) Shading Language Version: WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium) Vendor: WebKit Renderer: WebKit WebGL Unmasked Vendor: Intel Inc. Unmasked Renderer: Intel(R) Iris(TM) Graphics 6100 Antialiasing: Available ANGLE: No Major Performance Caveat: No Vertex Shader Max Vertex Attributes: 16 Max Vertex Uniform Vectors: 1024 Max Vertex Texture Image Units: 16 Max Varying Vectors: 15 Best float precision: [-2127, 2127] (23) Transform Feedback Coming in WebGL 2 Rasterizer Aliased Line Width Range: [1, 1] Aliased Point Size Range: [1, 255.875] Fragment Shader Max Fragment Uniform Vectors: 1024 Max Texture Image Units: 16 float/int precision: highp/highp Best float precision: [-2127, 2127] (23) Framebuffer Max Color Buffers: 8 RGBA Bits: [8, 8, 8, 8] Depth / Stencil Bits: [24, 8] Max Render Buffer Size: 16384 Max Viewport Dimensions: [16384, 16384] Textures Max Texture Size: 16384 Max Cube Map Texture Size: 16384 Max Combined Texture Image Units: 80 Max Anisotropy: 16 Uniform Buffers Coming in WebGL 2 Supported Extensions: ANGLE_instanced_arrays EXT_blend_minmax EXT_color_buffer_half_float EXT_disjoint_timer_query EXT_float_blend EXT_frag_depth EXT_shader_texture_lod EXT_texture_filter_anisotropic WEBKIT_EXT_texture_filter_anisotropic EXT_sRGB OES_element_index_uint OES_fbo_render_mipmap OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_color_buffer_float WEBGL_compressed_texture_s3tc WEBKIT_WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBKIT_WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context WEBKIT_WEBGL_lose_context Speedtest: 75.60Mbps down, 28.97Mbps up, 7ms ping.