keithcurtis said: I know it's early for meaningful feedback, but the torchlit areas should be visible to the moving character even outside of their personal field of vision. +1 as well. This was how the old system worked. The Dynamic Lighting portion worked on an infinite distance, and the AFoW checks were limited by the old View Distance setting. EDIT: Ninja'd Kenton said: Wanting to clarify here, Keith and Anthony - The vision distance setting can be set to any distance desired. The light radius can be set to any distance. Where the vision radius and light radius overlap, the darkness is revealed. If one wanted the moving token in our example to see the light from the campfires, setting vision to 100 would have done that from the starting position. Are we on the same page? I certainly understood that Vision Distance could be adjusted. I think the hangup, for me at least, is the game system I normally run (D&D 5e) does not restrict what a character can see based on distance. A character can see a torch 30 ft., 60 ft., or 500 ft. away, but the default Vision Distance in the demo is 2 squares/10 ft. That seems overly restrictive. If the new AFoW system can handle it, I would prefer a default Vision Distance that is blank/infinite and is set if necessary for certain conditions. I believe that would cover a much larger number of use cases right by default. The demo visually looks good, and I am happy to have seen it. It looks like the grid-based checks for AFoW are a thing of the past, which is very welcome. It seems like you might now be using something I suggested early this year: that the canvas curves/polygons that have already been calculated for DL to show what a token can see be reused to clear fog of war. If that is the case, I am very interested to see what the performance would be on large maps. I have a few questions, some of which come from the single use case of the demo. It is fine if you are not ready to answer any of them, but hopefully they give you an idea of where I hope the development is going. What is the performance of the new system? Specifically, if a token's Vision Distance is infinite/set to a number that covers the entire map, is there a crippling performance hit? The concern here is that in game systems that represent a significant portion of Roll20's games, a token's visions should be infinite by default. In the old system, View Distance only restricted how far fog of war was cleared, not how far a token could see. Following on from question 1, what would happen if the default Vision Distance for a token was infinite? I believe that a blank value for View Distance, referring to an infinite distance, would more easily facilitate setting up tokens for a greater number of game systems. How does the system handle default tokens that have a Vision Distance set when the token is used on 2 different maps with different scales? If a token with a Vision Distance = 60 ft. has a radius of 12 squares on a 1sq=5ft map, does it have a radius of 6 squares when dropped on a 1sq=10ft map? It seems like allowing each token to have its own Vision Distance has a limited use for a large number of game systems. In contrast, setting Vision Distance on a map level would have a great deal of usefulness for special situations that would limit visual distance for all tokens, such as fog or smoke, in those same game systems. This would allow a GM to have default player tokens that normally could see everything be restricted on a map with adverse visual conditions without needing to adjust the tokens on that map specifically. Would a page-level Vision Distance be a possibility? When can we try this out on the Pro server? 😀