I'm having the exact same problem. And after reading this, I went ahead and launched my old copy of FireFox (from two years ago). I got a message saying that the browser was not compatible... but it's running it better than chrome is right now. A few of my thoughts: Chrome is acting almost as if it's being overburdened. That is to say, every action and animation, is not necessarily working with a delay, but is only processing or updating on a regular cycle. So if I use the 3D dice for example, once the dice show up on screen, they will begin turning to the next side every half second or so, until they have completed their determined cycle (about 10 seconds later) and finally turn to the side of the roll itself. Same with dragging an image or token: every half second, it moves to the next spot on the animation path toward the final objective. All this to say, if roll20 were a stop motion film, then someone has decelerated the film speed until we could see each individual frame lol. I understand you recently optimized for chrome on iOS and Android, is it possible that Google made an update to chrome that is making it so roll20 is not differentiating between mobile and computer installations correctly? Or could it have something to do with the bit rate and the way Chrome makes its sandbox? I don't know about Brian, but I'm running 64-bit windows 7 if that helps with troubleshooting. Also, I found this problem with chrome to remain even on completely fresh installs of chrome, and on multiple computers. I hope I was able to help. I love this system, roll20 really is like no other. EDIT: The thought did also cross my mind that I might have just been using images too large to support, but this problem persists even on a blank map with only a grid and one token.