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Legacy lighting, completed polygons cause a nasty bug. Dynamic lighting memory hog.

Running into huge issues with this platform, enough that I might switch to Foundry. I have been struggling with both the Dynamic Lighting and Legacy Lighting since the UDL addition. The Dynamic Lighting is completely unusable because of how much memory it consumes. My players absolutely loathe it and many even crash when it's being used on larger maps. It also introduces lag and delays when doing anything, and doesn't seem to be browser dependent. So I am forced to use Legacy Lighting, but that too now has an issue that wasn't there in the past. Whenever I draw a completed polygon, it also creates a long diagonal line that blocks vision, stemming from somewhere on the polygon to the upper leftmost corner of the map. It doesn't matter what shape it is, if its a closed loop polygon, this bug occurs. I have been working around it by drawing drawing every wall except the last one, then closing it with a separate line. This is a huge pain because sometimes I'd like to draw a simple square or circle, which I can now no longer do. Below you can find screenshots of the issue. Any help would be appreciated with this issue, or better yet if anyone has a solution to the atrocious memory issues introduced with Dynamic Lighting, then I'm all ears.
1680909634

Edited 1680912746
Gauss
Forum Champion
Regarding the updated Dynamic Lighting (UDL), I have some questions: Are you using Explorer Mode?  Explorer Mode is extremely resource intensive. If your players are having issues make sure you aren't using it.  Are there are lot of light sources or NPCs with vision?  This can massively increase the calculations required. If you have a large map with a lot of light sources etc consider reducing the number of light sources and/or splitting the map up across multiple pages to reduce the size.  Are you using freehand on the DL layer?  Freehand comes with more calculations and can cause unexpected behavior. It is not recommended.    Are you completing polygon/lines (such as in the example above)?  Completing them rather than right-click to finish might cause issues. It did in LDL and I *think* I have seen reports on occasion where it can cause an issue in UDL. Best practice may be to finish by right clicking rather than completing.  Are you using very long polygon/lines?  This can also cause problems and potentially increase calculation loads. Best practice is to use short-medium lines, right click to complete them, then start a new line.  As for Legacy DL, it is no longer supported and is used at risk. My understanding is that some changes in the last year have made it almost unusable. 
1680915414

Edited 1680915491
Melt
Pro
It's definitely slightly faster with explorer mode off, but still causing massive crashes. There are a lot of light sources. I have 5 players that do not have darkvision so they popped torches, but this is a common situation. What am I supposed to do, tell them all to rely on one player's light source? Reroll into a character with darkvision? This limitation is absurd. I am not using freehand, I use lines. I completed only a small portion, primarily pillars. I am using long lines, which creates really nasty jagged aliasing. If it is so finicky that it requires so many nuances just to function, I don't see it as an upgrade. Legacy allowed me to do nearly everything dynamic does, without nasty jagged lines and the only things I lose are doors, transparency and soft shadows. The cons far outweigh the pros.
1680915668
Gauss
Forum Champion
Melt said: It's definitely slightly faster with explorer mode off, but still causing massive crashes. There are a lot of light sources. I have 5 players that do not have darkvision so they popped torches, but this is a common situation. What am I supposed to do, tell them all to rely on one player's light source? Reroll into a character with darkvision? This limitation is absurd. I am not using freehand, I use lines. I completed only a small portion, primarily pillars. I am using long lines, which creates really nasty jagged aliasing. If it is so finicky that it requires so many nuances just to function, I don't see it as an upgrade. Legacy allowed me to do nearly everything dynamic does, without nasty jagged lines and the only things I lose are doors, transparency and soft shadows. The cons far outweigh the pros. How many torches is "a lot"? We may have different standards. I am thinking of dozens or even 100 light sources.  Could you show a screenshot of the long lines and nasty jagged aliasing?  As for the massive crashes, that is not supposed to be happening, have you submitted a bug report to the Devs via the Help Center ? 
1680920931
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
The aliasing comes from very long sight lines hitting barriers at a steep angle. It is more noticeable in some setups than in others. The guidelines that Gauss gave above are simply best practices to ensure smoothest behavior. They are not requirements for function. People have reported vastly different experiences with Dynamic Lighting compared to LDL. For me it functions so much better and more featured than LDL, but I realize not everyone has this experience. The situation you describe does not sound like it should be causing the memory and performance hits you are experiencing.  Here are some official guidelines for best DL performance . Maybe they can help root out some blockers that are impacting your experience.
1680924554

Edited 1680925484
Melt
Pro
Thanks, I'll try rebuilding the maps with these suggestions, though I don't have my hopes up since some of these maps are as big as 50x75 and the UDL completely chokes. The torch count is only 5, one for each character and no additional light sources from them, but there are light sources attached to about 6-7 points in the map, far beyond their view distance, and more than most of my maps. As for the aliasing, its only really noticeable during daytime scenes where view distance isn't limited, but during these scenes it looks awful and immersion breaking, it isn't even happening at extreme distances, the aliasing is apparent even as close as 60 feet, and it's very jarring. This is only present in the new Dynamic Lighting. See attached image for a comparison (legacy breaks doors, but zero aliasing). If I could have Legacy lighting performance and antialiasing in Dynamic, that'd be amazing but it's starting to look like a pipe dream.