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Difference between revisions of "v0.34 Talk:Pressure plate"
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The level of detail in this article is truly impressive. I thank thee, whoever had to do the experiments to figure it out. [[User:ZortLF2|ZortLF2]] ([[User talk:ZortLF2|talk]]) 18:44, 18 August 2013 (UTC) | The level of detail in this article is truly impressive. I thank thee, whoever had to do the experiments to figure it out. [[User:ZortLF2|ZortLF2]] ([[User talk:ZortLF2|talk]]) 18:44, 18 August 2013 (UTC) | ||
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+ | == Expected FPS crunch from lightspeed repeaters == | ||
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+ | I've played around with devices that send multiple open/close signals in close succession, e.g. ten doors linked to pressure plates, each activated two steps apart. The opening/closing sequence caused a massive slowdown of the game. A "flickering" door, run by a multi-plate repeater with a period of about 15 steps per full open&close cycle similarly caused massive lasting slowdown as long as it was active. | ||
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+ | To verify, i built a simple door into a niche and ran it manually by a dwarf per Pull Lever/R - that reduced FPS from the low 40s to 12. It didn't matter if the door was accessible or not: i walled the door off, and even when completely surrounded by walls, putting the door on this fast repeat killed the frame rate; it _seems_ that pathing calculations aren't the main culprit. I don't know what exactly consumes all those cycles, but buildings that are opened/closed via mechanism definitely eat a lot of processing power, and it gets quite bad when this happens in quick succession. A true light speed repeater would probably not be very fun to run. --[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 05:29, 17 March 2014 (UTC) |
Revision as of 05:29, 17 March 2014
The level of detail in this article is truly impressive. I thank thee, whoever had to do the experiments to figure it out. ZortLF2 (talk) 18:44, 18 August 2013 (UTC)
Expected FPS crunch from lightspeed repeaters
I've played around with devices that send multiple open/close signals in close succession, e.g. ten doors linked to pressure plates, each activated two steps apart. The opening/closing sequence caused a massive slowdown of the game. A "flickering" door, run by a multi-plate repeater with a period of about 15 steps per full open&close cycle similarly caused massive lasting slowdown as long as it was active.
To verify, i built a simple door into a niche and ran it manually by a dwarf per Pull Lever/R - that reduced FPS from the low 40s to 12. It didn't matter if the door was accessible or not: i walled the door off, and even when completely surrounded by walls, putting the door on this fast repeat killed the frame rate; it _seems_ that pathing calculations aren't the main culprit. I don't know what exactly consumes all those cycles, but buildings that are opened/closed via mechanism definitely eat a lot of processing power, and it gets quite bad when this happens in quick succession. A true light speed repeater would probably not be very fun to run. --Larix (talk) 05:29, 17 March 2014 (UTC)