![]() The sticky wicket are the sheer size of these maps. In our previous adventure, Mines of Phandelver, several GMs spoke up asking for NPCs to have Has Sight enabled by default. With the Dripping Caves, I turned all the Has Sight for commoner's tokens, save for Morak, off, and the map processes far better. As you mentioned, Has Sight, seems to be the one feature that causes these maps to bog down considerably. ![]() The only ones that don't have unlit caves or cavern grottos as part of its design, where there are four in total: Dripping Caves, Eye of the All-Father, Deadstone Cleft, and Iymirth's Lair 2. What can we do to improve performance? (Other than turning off dynamic lighting all together.) Also - why are the rocks spotted with dynamic lighting circles, but the buildings themselves aren't? Most of the maps in SKT use global illumination. The things that seem to make this worse are: multiple light source tokens, multiple tokens with "has sight" (which the SKT creatures have enabled by default), presence of multiple DL polygons (like all the rocks in Nightstone), and using light sources instead of just global illumination. ![]() Sredni Vashtar said: Dynamic Lighting performance issues are resulting in the map scrolling, zooming, token movement, etc being very jerky. ![]()
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