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v0.31:Maximizing framerate
Revision as of 20:35, 6 August 2010 by One Gervase (talk | contribs) (→Ways to increase your framerate: and I'm sure some think that praying to Allah or wearing their pants backwards will have an effect on framerate, too)
Caution: This article is dated and needs a rewrite.
Template:L is used in Dwarf Fortress to measure the speed at which the game is running. To check your FPS (frames per second) in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in Template:L, and your FPS will be displayed near the top right corner of the screen.
Ways to increase your framerate
- Decreasing the G_FPS in the init text file can drastically improve your fortress' overall FPS. Be careful however, decreasing it too much can subject you to incomprehensible graphic instabilities. G_FPS refers to the "maximum graphical frame refresh rate during play." In other words, the maximum number of times it repaints the graphics of your game per second. Remember, with a low G_FPS, it can be dangerous during battle or when arrows are flying over your Dwarves' heads, because the screen doesn't update as often. The default is 50 G_FPS, but it's been reported that 20 G_FPS is fine. Others report being able to play at even 5 G_FPS. There is no set number, just remember to test out a variety of numbers to see which one is right for you and your computer.
- Disabling Temperature and Weather in the init file increases speed due to fewer calculations being required.
- Limiting the number of dwarves and other moving units (cage or butcher animals!) greatly helps keep speed up.
- World size and fortress site size increase RAM usage and decrease speed. Check if you are happier with an embark rectangle of 3x3 or 3x2 and a medium or small world.
- (DF .31.12) World size probably doesn't matter at all (except for save file size), but the embark size and how many cavern layers the world has (defaults to 3).
- Using Baughn's Accelerator program. This was written for the old 40d version before most of the recent graphics updates. It is generally reported to increase performance in both windows and WINE DF games, though there have been some reports of a blue tinge and instability arising from the accelerator. In Baughn's program, changing [PARTIAL_PRINT:NO:2] to [PARTIAL_PRINT:YES:2] often dramatically improves performance. See the Bay12 thread here. Please note that this is intended solely as a stopgap until the 40d-graphics merge, so if it doesn't work, don't use it. Baughn has stated that he will not devote time to bug-testing it.
- Obsolete as of 31.04 which introduced the 40d-graphics merge. Trying to use it will only cause DF to crash at launch.
- Lowering the pathfinder cost for normal tiles to 1 can reduce lag created by open space but does this at the cost of being able to use high traffic options. Alternatively, you can cover the entire map with high traffic tiles and simply make everything you don't want your dwarf low or restricted.
- Some people try to reduce the number of items in the fort by "atom-smashing" them under a bridge or donating them away to traders. Alternatively, less digging in the first place results in fewer stones and corridors in the world to consider.
Lockdowns
- It has been reported that some people experience "lockdowns" (severe drop in fps for several seconds) when building a well. You may want to try removing yours.
- Sometimes placing statues can also cause "lockdowns".
- Similarly, "lockdowns" can often occur when Template:L is seasonally Template:L or thawing, as it requires changing the properties of a large number of tiles at once, and thawing requires recalculation of all fluid dynamics. This is particularly problematic as many Template:L experience seasonal freezing due to recent changes to Template:Lv0.31.05
- Another way to get "lockdowns" is by having large bridges going up or down at the same time.
- (DF .31.12) Another way to get a calculation pause is by causing cave-ins by detaching built floors.