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Editing v0.34:Maximizing framerate

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** Use a [[Dwarven Atom Smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away. (Pasturing pets into the atom smasher can also reduce pathfinding significantly).
 
** Use a [[Dwarven Atom Smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away. (Pasturing pets into the atom smasher can also reduce pathfinding significantly).
 
** [[Exploit#Quantum_stockpiles|Quantum stockpiles]] can [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 reportedly] improve game speed.
 
** [[Exploit#Quantum_stockpiles|Quantum stockpiles]] can [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 reportedly] improve game speed.
** The quantity of items in any particular stack doesn't effect framerate so much as the number of stacks in general, due to the resultant impact on [[hauling]], [[stockpiles]], [[pathfinding]] and other CPU-intensive tasks.  The research done on the [http://www.bay12forums.com/smf/index.php?topic=92241.0 Undump Engine] and [http://www.bay12forums.com/smf/index.php?topic=109319.0 Micha's experimental fort] demonstrate very FPS efficient solutions, while avoiding traditional stockpiles and the use of [[barrel]]s and [[bin]]s.
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** The quantity of items in any particular stack doesn't effect framerate so much as the number of stacks in general, due to the resultant impact on [[hauling]], [[stockpiles]], [[pathfinding]] and other CPU-intensive tasks.  The research done on the [http://www.bay12forums.com/smf/index.php?topic=92241.0 Undump Engine] and [http://www.bay12forums.com/smf/index.php?topic=109319.0 Micha's experimental fort] demonstrate very FPS efficient solutions, while avoiding traditional stockpiles and the use of [[barrels]] and [[bins]].
 
* Flowing [[water]] slows the game down.
 
* Flowing [[water]] slows the game down.
 
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects.  If you do build them, build a [[Lever|way to switch them off]].   
 
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects.  If you do build them, build a [[Lever|way to switch them off]].   
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====Game Settings====
 
====Game Settings====
 
* Consider running an older version of DF. While lacking features, 40d or a [[version]] of v0.31 ''may'' run faster than 2012. *Disputed* (See [http://www.bay12forums.com/smf/index.php?topic=122441.0 this topic] for a debate over FPS on 2012 vs v0.31, game settings, and other FPS issues.)
 
* Consider running an older version of DF. While lacking features, 40d or a [[version]] of v0.31 ''may'' run faster than 2012. *Disputed* (See [http://www.bay12forums.com/smf/index.php?topic=122441.0 this topic] for a debate over FPS on 2012 vs v0.31, game settings, and other FPS issues.)
* [[Temperature]] calculations place a significant load on the processor.
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* [[Temperature]] and [[Weather]] are two more features which users may or may not notice.
** Especially since a bug causes "jitter", forcing recalculation every frame.{{Bug|6012}}
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** Disabling them, using the settings in d_init.txt, ''might'' speed things up.
** Disabling them, using the settings in d_init.txt, will speed things up.
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** But then rain won't refill [[murky pool]]s, [[magma]] won't melt [[goblin]]s, etc.
** Without temperature calculations, [[obsidian farming]] becomes unusable; as the tiles never cool down, dwarves refuse to step on the obsidian floor, preventing the access of hauling dwarves.{{bug|6033}} You can re-enable temperature occasionally to allow tile temperatures to normalize.
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** Disabling temperature also results in obsidian farms being unusable; as they never cool down, dwarves refuse to step on the obsidian floor, preventing the access of hauling dwarves.{{bug|6033}}
** Multiple users have reported an increase of 100% or better when disabling temperature calculations[http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509].
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** One user [http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509 reported] an FPS boost from 35 to 90 upon disabling temperature. (User note: Confirmed, went from 15 FPS to 70 FPS)
* Disabling [[weather]] ''might'' speed things up as well.
 
** But then rain won't refill [[murky pool]]s, clean contaminants, kill dwarves, etc.
 
 
* Each dwarf needs to keep track of where he's going.
 
* Each dwarf needs to keep track of where he's going.
 
** Limit the number of dwarves by setting the population cap.
 
** Limit the number of dwarves by setting the population cap.
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* [[Caverns]] can be a FPS hog due to [[pathfinding]] and how complex they can be. Creatures may try to path into your fort from a cavern. Sometimes even [[DF2012:Trading#Caravans|trading caravans]] will try to path to your fort underground.
 
* [[Caverns]] can be a FPS hog due to [[pathfinding]] and how complex they can be. Creatures may try to path into your fort from a cavern. Sometimes even [[DF2012:Trading#Caravans|trading caravans]] will try to path to your fort underground.
 
** Adjusting the [[DF2012:Advanced_world_generation#Cavern_Layer_Number|Cavern_Layer_Number]] in [[advanced world generation]] parameters can reduce or disable the number [[cavern]] layers during [[world generation]]. However, this may restrict access to subterranean plants and creatures, [[DF2012:Megabeast|megabeasts]], and [[Demonic_fortress|fun features]].
 
** Adjusting the [[DF2012:Advanced_world_generation#Cavern_Layer_Number|Cavern_Layer_Number]] in [[advanced world generation]] parameters can reduce or disable the number [[cavern]] layers during [[world generation]]. However, this may restrict access to subterranean plants and creatures, [[DF2012:Megabeast|megabeasts]], and [[Demonic_fortress|fun features]].
** Similarly, one could adjust [[Advanced_world_generation#Layer_Openness_Min.2FMax|Layer Openness]] and [[Advanced_world_generation#Layer_Passage_Density_Min.2FMax|Layer Passage Density]] in [[advanced world generation]] to turn caverns into wide, open expanses instead of complex mazes that have to be pathed through. However, there is some evidence that excessively open caverns cause performance issues as well.[http://www.bay12forums.com/smf/index.php?topic=104643.msg3096896#msg3096896]
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** Similarly, one could adjust [[Advanced_world_generation#Layer_Openness_Min.2FMax|Layer Openness]] and [[Advanced_world_generation#Layer_Passage_Density_Min.2FMax|Layer Passage Density]] in [[advanced world generation]] to turn caverns into wide, open expanses instead of complex mazes that have to be pathed through.
  
 
====Mods and Utilities====
 
====Mods and Utilities====
 
* Accumulations of [[contaminant]]s can decrease FPS and they are still somewhat buggy. (See {{bug|296}} and {{bug|3270}}.)
 
* Accumulations of [[contaminant]]s can decrease FPS and they are still somewhat buggy. (See {{bug|296}} and {{bug|3270}}.)
** Sometimes contaminants are widespread or difficult to reach such that relying on the usual [[cleaning]] methods would be impractical or impossible. Or the player make lack the patience to deal with it that way. Some opt to use the "clean" and "spotclean" commands in the [[Utility:DFHack|DFhack]] utility to clear contaminants.
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** Sometimes contaminants are widespread or difficult to reach such that relying on the usual [[cleaning]] methods would be impractical or impossible. Or the player make lack the patience to deal with it that way. So some opt to [[Cheating|cheat]] by using the "clean" and "spotclean" commands in the [[Utility:DFHack|DFhack]] utility.
* Bug fixes for [[clothing]] (such as {{bug|3942}}) have reduced clothing-related FPS issues. But constantly-growing piles of cast-off clothes, and checking for clothing [[wear]] and unhappy [[thoughts]] still have some impact on FPS.
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* Recent bug fixes for [[clothing]] (such as {{bug|3942}}) have largely resolved related FPS issues. But checking for clothing [[wear]] and unhappy [[thoughts]] may still have some impact on FPS. (Research is needed.)
 
** One could [[Modding_guide|modify]] clothing to prevent [[wear]]. (This would require a [[DF2012:World_generation|world regen]].) This can be done by adding an [[DF2012:Armor_token|ARMORLEVEL:1]] token. Aside from a possible FPS gain, this has other benefits as well. This fix is part of the [[DF2012:List_of_mods#Modest_Mod|Modest Mod]] as an optional "Eternal Fashion module". It might also be found in other mods which are based around Modest Mod. (Search the [http://dffd.wimbli.com/ DFFD] for "Modest".) Also, [[DF2012:List_of_mods#Masterwork_Dwarf_Fortress_.28MDF.29|Masterwork Dwarf Fortress]] allows the creation of metal clothing.
 
** One could [[Modding_guide|modify]] clothing to prevent [[wear]]. (This would require a [[DF2012:World_generation|world regen]].) This can be done by adding an [[DF2012:Armor_token|ARMORLEVEL:1]] token. Aside from a possible FPS gain, this has other benefits as well. This fix is part of the [[DF2012:List_of_mods#Modest_Mod|Modest Mod]] as an optional "Eternal Fashion module". It might also be found in other mods which are based around Modest Mod. (Search the [http://dffd.wimbli.com/ DFFD] for "Modest".) Also, [[DF2012:List_of_mods#Masterwork_Dwarf_Fortress_.28MDF.29|Masterwork Dwarf Fortress]] allows the creation of metal clothing.
  

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