I had to postpone a game yesterday because my players' laptops-- which could run Roll20 before this update-- were overheating, freezing, and ceasing to function after this update. The new system was disabled. I'm not the only person saying this (as noted in the quotes below). My players do *not* have a better experience. I already cancelled my subscription, and am doing my damnedest not to use Roll20 any more, because it's such a poor experience for my players. Nonetheless, I am here, having this conversation because *I care* about the service. I was here 15 months ago when this broke, offering constructive criticism. I was here 8 months ago, when A New Light was first announced, excited for a time when I would be able to use the dynamic lighting I'd purchased a year's subscription for. I was three months ago, when A New Light was announced for Q1 2020 ( <a href="https://blog.roll20.net/post/190023717355/naturally-critical-roll20-in-2020" rel="nofollow">https://blog.roll20.net/post/190023717355/naturally-critical-roll20-in-2020</a> ). I was here a month ago, when we were assured it was coming in Q1 2020 ( <a href="https://app.roll20.net/forum/permalink/8138578/" rel="nofollow">https://app.roll20.net/forum/permalink/8138578/</a> ). I was here on April 8th, when A New Light actually came out. And I am here now, trying to have faith in the leadership team at Roll20. But you know what? It's a lot harder while being gaslit. Saying that, to paraphrase "you're still optimizing, but that the status quo should be a better experience" is unacceptable right now. In the face of overwhelmingly negative feedback, and clear communication from the community that this was not ready , the message we need to hear is: "I'm sorry that Roll20 isn't meeting your players' needs. We hear you, and we're doing our best to fix the problems as soon as possible Please contact support with concerns about your subscription." Even better would be: "Hey folks. Obviously, this update wasn't ready. We've rolled it back, and will continue testing on the dev server. We're sorry for this delay, but we want to make sure this core feature is as polished as you expect when it comes out. Thanks again for your patience." I'm a lost cause, but there are oodles of subscribers out there whose subscription status depends on the messaging around this. I said a year ago that these issues were a sign of process issues at the management level. I'll go further now-- Roll20 has a culture issue. This change should have been rolled back. The fact that it wasn't, and that it was shipped at all given the pro forum feedback, is embarrassing. I apologize for the frustration evident in my words, but this has been without a doubt the worst experience I've ever had with a consumer product, let alone a software product. Kenton said: Bob P. said: Hey Kenton. I've asked this several times within this forum and the other UDL forum with no answer. Will the new UDL require high end CPU, GPU, and memory to operate properly? I have several players who are playing on minimal machines and the current system works fine, other than trying to use AFOW. Secrios said: I'll
be blunt. I believe this new version is too hardware intensive. I hear
more noise from my fans than usual under this mode. Second I think the
shadow likes are too jagged and not enough AA compared to it's legacy
brother. Hey Bob P. Our goal from the start of this project was to make these features more accessible to more hardware. We are still optimizing, but even at the current state, your Players should have a better experience.