v50 Steam/Premium information for editors
  • 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.
This notice may be cached—the current version can be found here.

Editing 40d:Maximizing framerate

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quality|Masterwork|15:32 27 December 2011 (UTC)}}{{av}}
 
 
Dwarf Fortress is an extremely CPU-intensive application that currently requires a fast, modern machine ([[System_requirements|recommendations]]).  The objective of this page is to help you reduce game lag, a crippling problem for many players.
 
Dwarf Fortress is an extremely CPU-intensive application that currently requires a fast, modern machine ([[System_requirements|recommendations]]).  The objective of this page is to help you reduce game lag, a crippling problem for many players.
  
There exists [http://www.bay12games.com/forum/index.php?topic=50514 an accelerated version] of DF.  It utilizes OpenGL much more effectively. You might want to give it a try. Due to it being an alpha of an alpha you can expect anything from wonders to utter failure; most notably, certain parts of the user interface are rather buggy, such as the selection of mechanisms to link to [[lever]]s.
+
Please mark all advice with the most recent game version it is known to work for.  This game is under rapid development, Toady One clearly intends to reduce lag where possible, and so methods that worked in, say, v0.27.169.33g may not a few months later.
 +
 
 +
== Advice for v0.28.181.40d ==
 +
There exists [http://www.bay12games.com/forum/index.php?topic=28841.0 an accelerated version]of DF.  It utilizes OpenGL much more effectively. You might want to give it a try. Due to it being an alpha of an alpha you can expect anything from wonders to utter fail.
  
 
=== OpenGL ===
 
=== OpenGL ===
Line 9: Line 11:
 
However, the acceleration program above works by altering the way DF interacts with OpenGL. It may be worth a try too.
 
However, the acceleration program above works by altering the way DF interacts with OpenGL. It may be worth a try too.
  
=== Water control ===
+
== Advice for v0.27.176.38c ==
 
 
If your fortress makes use of any water transportation or storage, make sure each intermediate section delimited by floodgates is either at 0/7 (empty) or 7/7 (full) level. If a reservoir is only partially filled, liquids of different depths will slosh around and cause lag, and transitions between 3/7 and 4/7 depth can cause ''significant'' lag due to constant pathfinding recalculations (as 3/7 is safe and 4/7 is dangerous) if they are reachable by your dwarves.
 
  
 
=== World size ===
 
=== World size ===
Line 19: Line 19:
 
* Generate the new world.
 
* Generate the new world.
 
* Start a new game in the smaller world.
 
* Start a new game in the smaller world.
Smaller is not always better.  If you make your world too small then there will be nothing interesting on it.  So try medium first before going smaller.  Pocket dimensions are generated extremely quickly but are mostly just for testing mods. Custom world generation settings can be used to create a "perfect world" as small as a pocket one but with most interesting things in, but getting the parameters right can be time consuming.
+
Smaller is not always better.  If you make your world too small then there will be nothing interesting on it.  So try medium first before going smaller.  Pocket dimensions are generated extremely quickly but are mostly just for testing mods. Newer versions have world generation settings which can be used to create "perfect world" as small as pocket one but with most interesting things in. This however isn't easy and requires much time.
  
 
== Advice for v0.27.169.33b-g ==
 
== Advice for v0.27.169.33b-g ==
Line 31: Line 31:
 
!Speed Improvement
 
!Speed Improvement
 
|-
 
|-
|[SOUND:OFF]||  Disables sound.  ||Slight increase in speed.
+
|[SOUND:OFF]||  Slightly increases speed.  ||Cost is lack of sounds.
 
|-
 
|-
 
| [FPS:YES], [FPS_CAP:100]:  ||Handy indicator of how fast your game is running.||  
 
| [FPS:YES], [FPS_CAP:100]:  ||Handy indicator of how fast your game is running.||  
Line 41: Line 41:
 
| [PARTIAL_PRINT:YES:2]:||This makes the game only refresh sections of the screen that need to be refreshed. From init.txt: "The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit." || Can hugely increase performance but doesn't work on all systems. Using a higher value than 2 may be necessary for it to work (many players report it working when it's set one higher than their [G_FPS_CAP]).
 
| [PARTIAL_PRINT:YES:2]:||This makes the game only refresh sections of the screen that need to be refreshed. From init.txt: "The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit." || Can hugely increase performance but doesn't work on all systems. Using a higher value than 2 may be necessary for it to work (many players report it working when it's set one higher than their [G_FPS_CAP]).
 
|-
 
|-
| [PRIORITY:HIGH]:||This option automatically makes the game run in high priority.  ||This will probably prevent your computer from effectively running anything at the same time as the game and, for some players, causes major lag in the DF interface as well. Using this is not recommended unless you have a dual-core CPU or better.
+
| [PRIORITY:HIGH]:||This option automatically makes the game run in high priority.  ||This will probably prevent your computer from effectively running anything at the same time as the game and, for some players, causes major lag in the DF interface as well. Still worth a try, though.
 
|-
 
|-
|[PRIORITY:REALTIME] ||devotes even more resources to Dwarf Fortress, but has been known to cause stuttering gameplay.  ||Increasing priority will make the game difficult to kill using task manager if it locks up. This happens because things like screen output and HD access are <em>not</em> entirely part of DF. However, a dual-core machine can use realtime priority without fear of consequences.
+
|[PRIORITY:REALTIME] ||devotes even more resources to Dwarf Fortress, but has been known to cause stuttering gameplay.  ||Increasing priority will make the game difficult to kill using task manager if it locks up. This happens because things like screen output and HD access are <em>not</em> entirely part of DF. However, a dual-core machine can use realtime priority without fear of consequences, at least as long as DF remains single-threaded.
 
|-
 
|-
 
| [TEMPERATURE:NO]: || Turns off temperature greatly increases speed.  ||It also kills off some rather nice lava warming effects, stops rivers from freezing and (importantly!) thawing, makes glacial maps less interesting, and prevents sudden deaths from exposure.  You're well-advised to stick with "warm" or "hot" fortress sites if you turn temperature off and your source of water is a stream.
 
| [TEMPERATURE:NO]: || Turns off temperature greatly increases speed.  ||It also kills off some rather nice lava warming effects, stops rivers from freezing and (importantly!) thawing, makes glacial maps less interesting, and prevents sudden deaths from exposure.  You're well-advised to stick with "warm" or "hot" fortress sites if you turn temperature off and your source of water is a stream.
Line 59: Line 59:
 
* Minimize map size.  Smaller maps get you substantially more speed.
 
* Minimize map size.  Smaller maps get you substantially more speed.
 
* Avoid caves, towns, ruins, or anything populated.  Everything in them invokes the pathfinding code frequently.
 
* Avoid caves, towns, ruins, or anything populated.  Everything in them invokes the pathfinding code frequently.
* [[Glowing pit|Hidden Fun Stuff]] can cause a substantial slowdown once you break into it, though it's not a problem while it's still hidden.
 
  
 
=== Fortress layout and gameplay ===
 
=== Fortress layout and gameplay ===
 
* Narrow paths and bottlenecks cause the pathfinding algorithm to repeatedly recompute a faster route for each dwarf (and pet) as the paths empty and clear.  Use large hallways and multiple stairways to connect any two spots where lots of dwarves will want to be.
 
* Narrow paths and bottlenecks cause the pathfinding algorithm to repeatedly recompute a faster route for each dwarf (and pet) as the paths empty and clear.  Use large hallways and multiple stairways to connect any two spots where lots of dwarves will want to be.
 
* Keep wandering pets and wild animals to a minimum and cage livestock.  The AI for all of these has become more efficient of late and each one costs much less CPU time than a dwarf, but sheer numbers matter.
 
* Keep wandering pets and wild animals to a minimum and cage livestock.  The AI for all of these has become more efficient of late and each one costs much less CPU time than a dwarf, but sheer numbers matter.
* Avoid designating very large areas for chopping, gathering, detailing, or mining, especially if many dwarves do these things. Large areas of [[ramp]] designations are '''especially''' laggy and should be avoided at all costs.
+
* Avoid designating very large areas for chopping, gathering, detailing, or mining, especially if many dwarves do these things.
* Some observers suspect that having massive numbers of objects in stockpiles also impacts FPS; others believe any effect is minor{{verify}}.  Food stockpiles seem to be the worst offenders; if your fortress overproduces food, you may see a progressive slowdown even if your population and pathing complexity don't change.
+
* Some observers suspect that having massive numbers of objects in stockpiles also impacts FPS; others believe any effect is minor{{verify}}.
 
* Blocking off areas of the fortress entirely - especially (only?) with removable obstacles like drawbridges or forbidden doors - causes serious problems with pathfinding.
 
* Blocking off areas of the fortress entirely - especially (only?) with removable obstacles like drawbridges or forbidden doors - causes serious problems with pathfinding.
 +
 +
=== Cheating ===
 +
* Fully revealed areas are faster than hidden ones. Running reveal.exe will make the game faster.
  
 
=== Non-factors ===
 
=== Non-factors ===
Line 72: Line 74:
  
 
* Fullscreen or windowed (if OpenGL settings are compatible with the game)
 
* Fullscreen or windowed (if OpenGL settings are compatible with the game)
* Use of [[Graphics_set_repository|custom graphics sets]], choice of graphics tileset
+
* Use of [[List of user graphics sets|custom graphics sets]], choice of graphics tileset
 
* Size of tiles
 
* Size of tiles
 
* Number of z-levels mined out (fortress pathfinding complexity matters; mere distance up and down doesn't)
 
* Number of z-levels mined out (fortress pathfinding complexity matters; mere distance up and down doesn't)
 +
 +
== Advice for v0.27.169.33a ==
 +
*  Upgrade.
 +
 +
 +
== Advice for earlier versions ==
 +
* If framerate is always slow at startup, your graphic card's interaction with the OpenGL code used by the game is likely to be at fault.  Turning off vertical synchronization and updating your drivers usually works.
 +
*  Put animals in cages.  Never keep them behind locked doors and reduce wandering pets to a reasonable number.
 +
*  Do not specify huge areas for mining or (especially) detailing.
 +
*  Open up \data\init\init.txt.  Turn off TEMPERATURE and WEATHER and reduce POPULATION_CAP.
 +
  
 
== Hardware- and OS-specific Advice ==
 
== Hardware- and OS-specific Advice ==
  
 
=== Dual Processors ===
 
=== Dual Processors ===
* Go into task manager and set the affinity of Dwarf Fortress to one processor, and then set all the programs that use significant resources to the other. Most programs do not use more than one processor and the best use of a dual processor is to let DF have one to itself.  This is ''not'' recommended for laptop computers, which will switch between processors as a heat management technique.  Pinning to one processor will cause the processor to start slowing down instead.
+
* Go into task manager and set the affinity of Dwarf Fortress to one processor, and then set all the programs that use significant resources to the other. If Dwarf Fortress ever utilizes more than one processor, this will of course become irrelevant; currently, however, very few programs do and the best use of a dual processor is to give DF its own processor.  
* Vista's START command can be used to set affinity with the /AFFINITY switch, so basically you can create a shortcut and you won't need to set affinity manually.
+
* Vista's START command can be used to set affinity at run-time with the AFFINITY switch.  
* If you are using version 0.28.181.40d19, set PRINT_MODE to 2DASYNC in init.txt
 
  
 
=== Laptop computers ===
 
=== Laptop computers ===
Line 96: Line 108:
 
*[[One-way|One-way paths]]
 
*[[One-way|One-way paths]]
  
{{Category|Guides}}
+
[[Category:Guides]]
 
{{Game_Interface FAQ}}
 
{{Game_Interface FAQ}}

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)