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Difference between revisions of "v0.31:Maximizing framerate"
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(Many changes. Formatting, description, everything. Comments on the Talk page, please.) |
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[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]] | [[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]] | ||
− | {{L|Frames per second|Framerate}} is used in Dwarf Fortress to measure the speed at which the game is running. To check your FPS | + | {{L|Frames per second|Framerate}} is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in "frames per second", or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in {{l|init.txt}}, and your FPS will be displayed on the top row of the screen. The first number is the current frame rate, while the number in parenthesis is the current graphical frame refresh rate. |
− | + | ==Increasing your Framerate== | |
+ | In general, the more stuff the game has to keep track of, the slower the game will run. So, reducing the amount of stuff active keeps your game running fast. Some possible reasons for slowdown, and ways to reduce and/or eliminate them: | ||
− | + | * Each dwarf needs to keep track of where he's going. | |
− | * | + | ** Limit the number of dwarves by setting the population cap. |
− | * | + | * Each animal needs to pathfind, too. |
+ | ** Tame animals can be put into {{l|cage}}s, keeping them from having anywhere to go. Or you can butcher them. | ||
− | * | + | * Invaders also need to pathfind. |
+ | ** Turn off invasions using the option in {{l|D_init.txt}}. | ||
− | * | + | * Contaminants, e.g. {{l|blood}} spatters, accumulate on the ground and on dwarves who walk through the puddles. There is a bug ({{bug|296}}) which makes them spread way too far. |
+ | ** Fortunately, there is a setting in D_init.txt (as of {{version|0.31.18}}) that prevents them spreading from dwarf (or animal) to ground. Add in some in-fortress means of cleaning them off, and let your dwarves clean up the remaining mess. | ||
− | * | + | * G_FPS is a setting in the {{l|init.txt}} file. It controls how often Dwarf Fortress redraws the screen. It also controls how often the game checks for keyboard or mouse input. |
+ | ** Reducing G_FPS can speed up the rest of the game. The default choice of 50 works well, but many people reduce it down to 20 with no ill effect. | ||
+ | ** Reducing G_FPS too far can make the game unresponsive and glitchy. Some people can cope with 5; most cannot. | ||
− | * | + | * PRINT_MODE is another init setting. It controls the method Dwarf Fortress uses to draw the screen. |
+ | ** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card. STANDARD is a good starting point. | ||
+ | ** More advanced methods may still have bugs. 2D is more likely to be reliable. | ||
− | * | + | * {{l|Temperature}} and {{l|Weather}} are two more features which users may or may not notice. |
− | + | ** Disabling them, using the settings in d_init.txt, can speed things up. | |
+ | ** But then rain won't refill {{l|murky pool}}s, {{l|magma}} won't melt {{l|goblins}}, etc. | ||
− | * | + | * The size of your world and embark site both increase the amount of terrain which DF needs to keep track of. |
+ | ** If you don't mind going vertical, try reducing your embark site from the default 4x4 squares to 3x3 or even 2x2. | ||
+ | ** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help. You need at least 1 cavern layer to get underground {{l|crop|plants}}, and 2 caverns to get all the underground {{l|tree}}s. | ||
− | * | + | * Proper use of {{l|traffic}} designations will help. |
+ | ** Setting corridors to "high" traffic, and dead-end workshop rooms next to them to "low" traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms. | ||
− | * | + | * Closing off unused areas with raised {{l|bridge}}s and locked {{l|door}}s can help. |
+ | ** Reducing the area which the pathfinder algorithm has to search lets it run faster. | ||
+ | ** In general the pathfinder algorithm is good about not searching irrelevant areas. Caverns are probably the worst offender. | ||
− | * | + | * Fewer items inside a fort means fewer items to be {{l|stockpile}}d, checked for {{l|wear}}, and so on and so forth. |
− | + | ** Use a {{l|Dwarven atom smasher}} to remove items, or donate them to {{l|Trading|passing caravans}} to be taken away. | |
− | + | ** Don't dig out so much of the ground, don't build such large {{l|farm plot}}s, just don't generate so many items in the first place. | |
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Revision as of 08:30, 4 January 2011
This article is about an older version of DF. |
Template:L is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in "frames per second", or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in Template:L, and your FPS will be displayed on the top row of the screen. The first number is the current frame rate, while the number in parenthesis is the current graphical frame refresh rate.
Increasing your Framerate
In general, the more stuff the game has to keep track of, the slower the game will run. So, reducing the amount of stuff active keeps your game running fast. Some possible reasons for slowdown, and ways to reduce and/or eliminate them:
- Each dwarf needs to keep track of where he's going.
- Limit the number of dwarves by setting the population cap.
- Each animal needs to pathfind, too.
- Tame animals can be put into Template:Ls, keeping them from having anywhere to go. Or you can butcher them.
- Invaders also need to pathfind.
- Turn off invasions using the option in Template:L.
- Contaminants, e.g. Template:L spatters, accumulate on the ground and on dwarves who walk through the puddles. There is a bug (Bug:296) which makes them spread way too far.
- Fortunately, there is a setting in D_init.txt (as of v0.31.18) that prevents them spreading from dwarf (or animal) to ground. Add in some in-fortress means of cleaning them off, and let your dwarves clean up the remaining mess.
- G_FPS is a setting in the Template:L file. It controls how often Dwarf Fortress redraws the screen. It also controls how often the game checks for keyboard or mouse input.
- Reducing G_FPS can speed up the rest of the game. The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.
- Reducing G_FPS too far can make the game unresponsive and glitchy. Some people can cope with 5; most cannot.
- PRINT_MODE is another init setting. It controls the method Dwarf Fortress uses to draw the screen.
- More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card. STANDARD is a good starting point.
- More advanced methods may still have bugs. 2D is more likely to be reliable.
- Template:L and Template:L are two more features which users may or may not notice.
- Disabling them, using the settings in d_init.txt, can speed things up.
- But then rain won't refill Template:Ls, Template:L won't melt Template:L, etc.
- The size of your world and embark site both increase the amount of terrain which DF needs to keep track of.
- If you don't mind going vertical, try reducing your embark site from the default 4x4 squares to 3x3 or even 2x2.
- World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help. You need at least 1 cavern layer to get underground Template:L, and 2 caverns to get all the underground Template:Ls.
- Proper use of Template:L designations will help.
- Setting corridors to "high" traffic, and dead-end workshop rooms next to them to "low" traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.
- Closing off unused areas with raised Template:Ls and locked Template:Ls can help.
- Reducing the area which the pathfinder algorithm has to search lets it run faster.
- In general the pathfinder algorithm is good about not searching irrelevant areas. Caverns are probably the worst offender.
- Fewer items inside a fort means fewer items to be Template:Ld, checked for Template:L, and so on and so forth.
- Use a Template:L to remove items, or donate them to Template:L to be taken away.
- Don't dig out so much of the ground, don't build such large Template:Ls, just don't generate so many items in the first place.