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Possible New Performance Issue with Dynamic lighting.

I am, since the recent update, finding a performance problem with maps with dynamic lighting where the lighting lines are not straight, e.g. in caves compared to "regular" dungeon maps. Where the lighting lines are straight performance is good and slick, in caves the maps movement and token movement (even tokens not emitting light) is juddering and slow. This has changed and seems to be since the Rugged Re-Roll update, or at least thats when we have noticed it having just been on a caves map for the last couple of sessions in the last 2 weeks. Thinking maybe I'd done something one that particular map I went back to an earlier campaign with caves and tested a map that we had no problem with earlier this year, same effect was seen, the current map uses the same tileset to create the background, and the old map actually has more set dressing. I chopped out the bits of the current map that are no longer necessary and shrank the map size and still see the same problem. If I disable dymanic lighting on these cave maps the movement becomes swift again. In the same campaign there is a similar sized city streets map, with lots of windows and doors that runs beautifully. Is this a fundamental limit of dynamic lighting now, or have I done something wrong with the new settings? Or is there a new issue with lighting lines? If the Devs want to take a look, please help yourselves to my campaign Sanctuary 2 - Points of Authority. The city map is called "City Streets" and the example cave map is "Slithering Deeps Upper". Would appreciate any advice on speeding up cave maps, because dynamic lighting really makes a difference to the game. Thanks
When you say "not straight lines", do you mean you're using the freehand tool to draw the dynamic lighting walls? If so you should use the polygon tool because that does indeed cause major performance issues. We didn't change anything relating to the Dynamic Lighting in Data Delve update, Rugged Reroll came out almost 4 months ago so it's possible that changed it but I would think you would've noticed it by now. It's also possible there was a browser update that changed how it worked, but we don't have any control over those unfortunately.
Hi yes I do indeed mean using the freehand draw tool, and the "straight lines" were done with the polygon tool. I guess my caves will use a lot of points on the polygon, but I shall updated one of my maps replacing the method of drawing the sight lines to see how it compares. Thanks for the advice, will feedback on how it goes.
OK just re-drew all the sight lines with the polygon tool on the current cave map and, even with lots of points on the line to make reasonable curves, its now as smooth as silk :) (and actually it was quicker to draw that way!!) Folks should be so pleased come Monday night! Many thanks for the assistance.
Ian M. said: OK just re-drew all the sight lines with the polygon tool on the current cave map and, even with lots of points on the line to make reasonable curves, its now as smooth as silk :) (and actually it was quicker to draw that way!!) Folks should be so pleased come Monday night! Many thanks for the assistance. No problem!