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Editing 40d Talk:Maximizing framerate

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::::::Those cause annoying blinkage. --[[User:Silfir|Silfir]] 07:17, 5 November 2008 (EST)
 
::::::Those cause annoying blinkage. --[[User:Silfir|Silfir]] 07:17, 5 November 2008 (EST)
 
+
:::::::Don't use stairs at all. Use ramps, the distance to travel a ramp is only 1, compared to a stair, which is two. (ramps, step on it, your down auto; stairs, you step on it, then you step down.)
:::::::Don't use stairs at all. Use ramps, the distance to travel a ramp is only 1, compared to a stair, which is two. (ramps, step on it, your down auto; stairs, you step on it, then you step down.) <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Zchris13|Zchris13]]</small>
 
 
 
::::::::Please, please, ''please'' sign your comments (use four tildes). Anyway, I haven't had any significant problems with dwarves dodging and falling down stairs, because my levels don't span in a way that allows it to happen in the first place. Personally, I find that it's easier to lock down things that way, but others will probably disagree. ~ [[User:Midna|Midna]] 02:11, 9 December 2009 (UTC)
 
  
 
== Weather and windmills ==
 
== Weather and windmills ==
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So I'm sure most of you are aware of the new 40d releases (I think it's on 40d7) that toady has been putting out that incorporate better handling of OpenGL. In so far as I understand, he is combining the acceleration program into Dwarf Fortress, so they come 'packaged' together right out of the box. Also, the thread that the wiki is linking to ( http://www.bay12games.com/forum/index.php?topic=27262.0 ) is stated to be obsolete and sends the user to the 40d# thread ( http://www.bay12games.com/forum/index.php?topic=27262.0 ). I think we should update/remove/replace the 'acceleration program' portion of this article to point users to the new 40d# releases, unless we want to wait until Toady releases something final before changing anything? If do decide to change it, we might want to make people aware that there WAS an acceleration program, but it has been superseded by the new 40d# releases. Thoughts? --[[User:Sinergistic|Sinergistic]] 00:24, 6 January 2009 (EST)
 
So I'm sure most of you are aware of the new 40d releases (I think it's on 40d7) that toady has been putting out that incorporate better handling of OpenGL. In so far as I understand, he is combining the acceleration program into Dwarf Fortress, so they come 'packaged' together right out of the box. Also, the thread that the wiki is linking to ( http://www.bay12games.com/forum/index.php?topic=27262.0 ) is stated to be obsolete and sends the user to the 40d# thread ( http://www.bay12games.com/forum/index.php?topic=27262.0 ). I think we should update/remove/replace the 'acceleration program' portion of this article to point users to the new 40d# releases, unless we want to wait until Toady releases something final before changing anything? If do decide to change it, we might want to make people aware that there WAS an acceleration program, but it has been superseded by the new 40d# releases. Thoughts? --[[User:Sinergistic|Sinergistic]] 00:24, 6 January 2009 (EST)
 
=== Turn Mouse Support Off ===
 
 
With the graphics-accelerated versions of 40d above, I've found that turning mouse support completely off ( [MOUSE:NO] in init.txt ) has had greater improvement in framerate than anything else I've tried.  Can anyone else confirm this? (nammyung)
 
 
:This does not appear to be the case in 40d17 - FPS also seems unaffected with .bmp cursor enabled. [[User:Kludge|-K]] 23:51, 9 February 2010 (UTC)
 
  
 
== Small Worlds ==
 
== Small Worlds ==
  
 
I noticed mention of small worlds.  I have no doubt that they probably reduce lag, but I will argue the creation time issue.  My experience so far has been that "pocket" and "smaller" sized worlds take longer to gen than "Small" and "Medium," because of the shear volume of rejected attempts in the initial creation stage.  My experience is entirely with 40d and 40d9. [[User:Burlingk|Burlingk]] 01:42, 10 February 2009 (EST)
 
I noticed mention of small worlds.  I have no doubt that they probably reduce lag, but I will argue the creation time issue.  My experience so far has been that "pocket" and "smaller" sized worlds take longer to gen than "Small" and "Medium," because of the shear volume of rejected attempts in the initial creation stage.  My experience is entirely with 40d and 40d9. [[User:Burlingk|Burlingk]] 01:42, 10 February 2009 (EST)
:You don't get many rejects with the default configurations for worlds. When you start changing those, yes, rejects will happen, especially if you're trying to fit as much into a pocket sized one as you would into a small. [[User:Shardok|Shardok]] 00:06, 25 August 2009 (UTC)
 
 
== Peasant cancels Rest: Interrupted by recruit ==
 
 
This event caused my FPS to drop to <1. One of my recruits went berserk over the loss of his pet and started attacking an unlucky peasant. The peasant went unconscious and the above message was spammed on the screen thousands and thousands of times. As soon as my military had finished off the berserk recruit, the FPS jumped back to the solid 100.
 
 
== Random Flickering? ==
 
 
I've found that if the G-FPS is set to below 40 i get a severe flickering which affects the use of lists (like military and unit lists) I'm wondering if anyone else has experienced this or if its just something with my computer...[[User:Haydosss|Haydosss]]Haydosss - 20-2-2010
 

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