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Editing v0.34:System requirements
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== RAM == | == RAM == | ||
− | DF is not particularly RAM-hungry. Expect the process to allocate between 300 and 700 MB with medium regions. With 512MB you may be a bit on the short side, but 1 GB is absolutely sufficient. World Generation can eat up far more than that - it's possible to encounter crashes due to being out of memory. In particular major areas for this to occur are during history, final touches in finalizing sites, and while saving. This is especially problematic with unusual generator configurations, such as worlds with large numbers of megabeasts, caves, civilizations, high or non- | + | DF is not particularly RAM-hungry. Expect the process to allocate between 300 and 700 MB with medium regions. With 512MB you may be a bit on the short side, but 1 GB is absolutely sufficient. World Generation can eat up far more than that - it's possible to encounter crashes due to being out of memory. In particular major areas for this to occur are during history, final touches in finalizing sites, and while saving. This is especially problematic with unusual generator configurations, such as worlds with large numbers of megabeasts, caves, civilizations, high or non-existant site and population limits, and very lengthy histories. User-made modifications can also increase the requirements, depending on their nature. |
The most important thing to the performance of the game, however, is undoubtedly RAM ''latency''—the amount of lag the RAM has when working. Dwarf Fortress works the RAM every single frame for every single creature, every single item, every single piece of liquid, the temperature of every tile—you get the picture. The gigantic amount of operations working at the same time—which any current processor could handle much faster than what you see—is primarily bottlenecked by RAM latency and RAM speed. | The most important thing to the performance of the game, however, is undoubtedly RAM ''latency''—the amount of lag the RAM has when working. Dwarf Fortress works the RAM every single frame for every single creature, every single item, every single piece of liquid, the temperature of every tile—you get the picture. The gigantic amount of operations working at the same time—which any current processor could handle much faster than what you see—is primarily bottlenecked by RAM latency and RAM speed. |