keithcurtis said: Kastion said: Does Darkvision dim? Will a drow with 120 ft darkvision dim at half way point of 60 ft so 120/60 for drow and 60/30 for example for a tiefling that has 60 ft darkvision or is it solid straight vision for the full distance? And what are you guys using for your fog of war exploration radius? I'm using 120 ft since that's the highest darkvision any character has. If you are playing 5e, darkvision is dim. For the entire range. I'm playing Pathfinder. I'm using the Multiplier field for Low-Light Vision properly now and I'm not sure if Darkvision dims in Pathfinder I'm having a hard time finding information on this. Gold said: I agree w your decision to use Only Update On Drop, and to perhaps caution the Players, as you said to move fairly slowly, click-by-click with the arrow keys to allow all the updating to occur. Yeah it made a very significant boost to performance. Gold said: From your description I would guess that you're in a range where, some players computers might be more bogged down (low end, older, laptops) than others (desktops, fast processors). I think you might be fine. That's not going to be an issue and I'll explain what my problem was in a minute. We're all running high-end rigs. My laptop is a $3k gaming laptop and they all have high-end gaming PCs (we're all in a gaming clan together and I suggested we play some D&D) The problem was I didn't read every last detail about Dynamic Lighting as I should have and as a result I thought you had to have "Has Sight" checked on light sources. I also gave sight to all my NPCs. This resulted in the dungeon map having 113 light sources with "Has Sight" toggled and 34 NPCs with "Has Sight" toggled. Every time I moved a PC with CTRL-L activated it was calculating visions for 153 different sources. I went back and untoggled that on all light sources and NPCs and the performance difference when CTRL-L'ing a player character is significant. plexsoup said: For the exterior maps, if you want your players to see the rooftops, you can draw an X or an H shape instead of a perimeter Box. Just make sure a line extends to each corner. For the dungeon interiors, you don't actually need to trace the perimeter, so long as you block the corners. Here's a fast method using corner baffles: <a href="https://www.youtube.com/watch?v=kY9Z1z_-oSg&t=6m44" rel="nofollow">https://www.youtube.com/watch?v=kY9Z1z_-oSg&t=6m44</a>... (Added benefit: fewer polygons = less CPU/GPU math. So it should run faster than if you have many short lines tracing circular structures.) I'll keep this in mind in the future. For now I'm going to leave the exterior map and dungeon as is as we play in 2 days and I don't have time to redo the maps but that's great for future endeavors.