Thread: Feedback Thread - FGU v4.6.0
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Yesterday, 18:00 #31
Any plans of adding a "side" and "back" image to static objects? :-) I did notice the disappearing assets (I think) once or twice. I'll spend some more time and get something more concrete. great stuff!
Here's what I mean by the side and back. I did a side and back for this starship. it would be cool if I could make it one object. probably a feature request, but I'll wait until your done. :-)
https://youtu.be/Rx5dhxvbrcgLast edited by Pharoid; Yesterday at 21:06.
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Yesterday, 23:34 #32
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Today, 03:45 #33
- Join Date
- Jun 2019
- Posts
- 5
Wanted to report heavy memory usage I'm seeing on MacOS. Opening the Assets window steadily ramps Memory usage upwards. I maxed at 33GB, when MacOS locked FG and forced it to quit.
This ramp-up continues until I close the Assets window, and does not go back down (it stops increasing when Assets is closed, and starts climbing again when opening Assets again).
Returning to the FG Launcher reduced memory use to <2gb.
I first noticed this adding about three walls with LOS lines with a reasonable number of nodes. This persisted even after reverting the modified maps back to the original version.
Adding walls and painting with colors (not assets) does not trigger this behavior. I run a consistent 2.8GB with that kind of work. All maps and images are the built-in ones (Smiteworks battle maps and shockbolt).
Running on M2 Mac Mini (base model) with Sequoia 15.1. Using today's Test Version (2024-11-18). Clean 5e test campaign (2014) with no mods. On 4.5.10, there is no hit on memory when opening Assets.Last edited by masteryogurt; Today at 03:47. Reason: clarified memory behavior when assets is closed or open
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Today, 04:05 #34
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