- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
40d Talk:Maximizing framerate
Effect on # of dwarves, framerate calculations
I'm not sure how important the number of dwarves is on the framerate. I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves. I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves. The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)
- I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive. However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent. You just have more load already and so don't notice a given amount of additional usage as much. Fedor 05:39, 7 December 2007 (EST)
- If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)
- Yes, this is expected. Framerate changes aren't linear and here's why: Let us imagine that a given computer can process 10,000 game things per second. A framerate of 100 means that the game requires only 100 calculations per update, and therefore can update 100 times/second. A framerate of 1 means the game has to perform 10,000 calculations per update. To drop from 40 to 39 FPS, the game must require ~6 more calculations per update. To drop from 10 to 9 FPS, the game must require ~111 more calculations per update. Fedor 08:51, 13 December 2007 (EST)
- Wow, I can't stand things if FPS falls under ~80! Though, running a 2.1Ghz Dual Core and 512M 8600GeForce probably has some bearing on it. Personally, I run my G_FPS at only 10, and FPS_CAP at 200. I haven't gotten to economy sized populations yet with these settings (mostly on purpose cause I also keep my POP_CAP to only 10 until I've gotten the majority of the fortress dug out and a good stock of food and bedrooms, etc. The extra dwarves end up just getting in the way any other time I've tried my play-style. With this setup, I usually average around 150 FPS. Also, I've noticed a difference in FPS if I have the map section open, either single or double pane, moreso when there are a large number of creatures on the map. Simply closing (tabbing) the map got me an increase from ~125 to ~140. Should be worth 2-3 frames at the low FPS levels you guys are talking about. I'm also curious if the FPS counter itself has a significant effect on frames... --n9103 11:40, 17 Dec 2007 (PST)
- If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)
Weather and Trees
Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. Klada 19:50, 5 December 2007 (EST)
- Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back. I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better. I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)
- "Is it just me, or with weather turned trees will not grow back." Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --n9103 11:29, 17 Dec 2007 (PST)
- Trees grow back just fine with weather turned off. I don't know why sometimes most or all the saplings die, but it's not turning weather off that causes it. --BurnedToast 00:00, 4 January 2008 (EST)
- "Is it just me, or with weather turned trees will not grow back." Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --n9103 11:29, 17 Dec 2007 (PST)
- Is any part of the area you embarked at evil? If so, are they the areas that the trees could grow in? (i.e. a mirthful mountain next to haunted woods) If you're beyond doubt sure that that's not the case, then going on what else has been investigated, I see one of two things: Complete deforestation *stops* tree growth, including saplings; Or, you've got some kind of bug that hasn't been documented yet.
Economy
Can we confirm/disprove the effect of the economy on framerate? --DDouble 02:42, 13 December 2007 (EST)
- Not sure what you mean exactly. The economy makes several changes, any of which might potentially impact speed. Can you give more detail on what specifically might potentially be causing a slowdown (or speed boost)? Is there a discussion on the forum that you have in mind? Fedor 08:51, 13 December 2007 (EST)
- I'm pretty sure he's talking about the init setting and turning it off. The 'potentially' part you mentioned is what he wanted clarification on. Does turning the setting off before the economy activates improve pre-economy performance? There might indeed be people out there that are willing to lose one of the cooler features for a much improved framerate. A good question is does turning that setting off prevent you from ever gaining an economy (when you decide to turn the option back on) should you pass the point where it should have activated? --n9103 11:27, 17 Dec 2007 (PST)
One Way Stairs
"Use ...multiple one-way stairways to connect any two spots where lots of dwarves will want to be"
How do you make a one way stair? I tried searching here, and on the forum, but didn't find it. Calculus
- I mean to use paired up and down staircases instead of up/down ones. This suggestion is now removed because I'm not sure it actually makes a difference (it's safer for your dwarves, but I don't see a difference in game speed) Fedor 14:50, 2 January 2008 (EST)
- How is a single-floor staircase (down+up) any safer than using a multiple-floor staircase (down+down/up+up)?
- Or for that matter, how is it different than making all your staircases down/up (minus bottom level of course)? --Edward 22:40, 3 January 2008 (EST)
- If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.Fedor 22:52, 3 January 2008 (EST)
- What would cause a dwarf to fall down stairs aside from combat?--Maximus 01:59, 4 January 2008 (EST)
- Haven't a clue. I just know that several people have reported their dwarves getting killed or maimed that way.Fedor 15:17, 5 January 2008 (EST)
- I used to use the up/down staircases for a central mineshaft until I had multiple dwarves become maimed/die when fighting on the stairs. I now use a spiral staircase design instead. I don't think anything BUT combat makes them fall, but if they charge a goblin snatcher and miss, there's no promise they won't end up 15 levels down missing all their limbs. --Gotthard 11:08, 7 January 2008 (EST)
- What would cause a dwarf to fall down stairs aside from combat?--Maximus 01:59, 4 January 2008 (EST)
- If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.Fedor 22:52, 3 January 2008 (EST)
Weather and windmills
To BurnedToast: You seem to be right that turning weather off doesn't stop windmills from working. I wasn't sure where I got that impression, but after looking it up, it was from several instances on IRC where people came in, said "The windmill isn't making power :(", were told to "turn weather on", went "Ah ha!", and never said that it didn't make them start working. (After I while I started suggesting it too since nobody had reported it not working, until recently.) So, hmm. I just switched a fort that had weather to not having it, and yeah, the windmills all still work. So I built a new one - also works. Then I generated a new world with weather off, started a new world, built a windmill, and it made 20 power. Oh well. --SL 13:24, 9 January 2008 (EST)