Different worlds won’t have an impact on each other, no, so you’re in the clear there. They’re in separate disk locations and they don’t get loaded in once a world gets accessed.
When we refer to performance, we generally refer to one of two things:
- world loading times
- in-game performance
Both of these are affected by internet speed, world size, hardware acceleration being enabled, and modules, but to varying extents.
When Foundry loads up, it loads the world data into every browser that joins, which is what’s happening when the loading bar pops up. Main factors here are internet speed and world size, but modules also play a role since they’re all starting up.
After world data is loaded, then in-game performance starts to be a factor, and it’s mainly affected by the machine that’s running Foundry, the dimensions of the scene that’s displayed and how complex the scene is, as well as how many modules are running, and how impactful those modules are on performance.
Some older machines don’t handle heavier modules like Dice So Nice very well, and if your players are having trouble keeping a good frame rate it’s worth checking to make sure their hardware acceleration is turned on, that they’ve got the minimum specs to run Foundry, and that they’re leveraging low performance mode in Foundry’s settings itself.
It’s also worth opening up the dev tools console (F12) and checking for red errors, very often performance can be improved by making sure modules aren’t running into problems.
Just curious how to not get to an area where things become unplayable. Thanks.
This World Size article should point you in the right direction
World size has the biggest impact on loading times and by keeping your world nice and lean (you want under 30MB if you can), and moving items/actors and scenes to shared compendiums, you can shave a lot of time off of the world loading step.