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Roll20 Slow Down

I've noticed that Roll20 has become incredibly slow lately.  This has co-incided with the Updated Dynamic Lighting, although that may be a coincidence (since I've not switched it on).  My players are noticing the same issue.  Even loading the game after launch is taking a lot longer.  Is this a known issue?  I appreciate a lot is going on at present and we may have to bear with.  If not, could this be an issue with the game/ mod itself etc? As always, thanks in advance.
I recently started converting a map I made earlier to migrate to the new dynamic lighting system.  I noticed it chugged on my end as well, just now the entire map/program crashed and now I can't log back into my session.
I've noticed this too, maps with dynamic lighting on have real issues. I've had to resort to using Fog and revealing rooms one at a time instead.
Big Slow down since Dynamic lighting. I have had to rework some maps. I'm trying to run Waterdeep: Dragon Heist.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Since UDL intro pretty much overlapped Social Distancing, it's hard to pick what is contributing to any behavior changes. My money is on the increased load. I don't use UDL and have never even turned it on in my main game, but have still noticed severe lag at times, mostly in UDL-unrelated systems such as the dice roller or the API. Areas where you would expect UDL lag (token movement, vision updating) don't seem to be very different. I really wish that Roll20 had decided to allow users to activate and test UDL on a per-game basis, instead of per-page . It makes error tracking much harder, because newer users (and there are lots) don't always have the right terminology to describe an issue.
1589304121

Edited 1589304760
I think I've narrowed it down a little.  My issue seems to be clipboard related: Let's say for example you're building a dungeon with UDL. You set up all the boundaries, maybe spawn a token and use Ctrl+L to test. No problem. You then want to set up some torches for lit areas of the map.  You spawn in a torch/lamp token and make it a source of light. Rather than repeating that process you copy the configured token and paste it in another location.  This is where I notice performance issues; maybe it struggles when there are multiple sources of light and maybe my map has too many (approx. 8 torches?) My main concern is how sluggish everything is, if you grab a token that can see light and emits light it takes several seconds for the map to update just moving a single grid space. I might do what lavathor does, which is just use fog of war.  Kind of sad since I purchased the Plus mainly for the dynamic light feature; guess I won't bother renewing my subscription. Edit: I just did another test with Task Manager running in the background. I'm currently testing a map on my non-gaming laptop (Intel 630 GPU) and anytime a light source gets added my GPU gets pinned and the application freezes for several seconds.  I think my current laptop doesn't meet minimum requirements to use UDL; I'll test on my gaming PC later today.
1589305523
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Don't use UDL. Use Legacy. I have run dungeons with 4 sighted characters, a dozen light sources and up to a dozen light crumbs (sighted tokens controlled by all characters) without issue. UDL is in beta and will have bugs. Use UDL to test, but don't try to run an actual game with it yet. My advice, anyway.