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− | + | {{av}}{{Quality|Exceptional|04:21, 13 July 2013 (UTC)}} | |
− | {{av}}{{Quality| | ||
: ''For a discussion on the greater passage of time as measured in days/weeks/months/years/ages, see [[Calendar]] | : ''For a discussion on the greater passage of time as measured in days/weeks/months/years/ages, see [[Calendar]] | ||
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====Framerate==== | ====Framerate==== | ||
− | How quickly time ''appears'' to pass in your game, especially in fortress mode, has as much to do with your hardware as with the number of ticks in a year. The number of [[frames per second]] is a direct reflection of how many ticks a second your processor is working through. This should be distinguished from the frame ''refresh'' rate, which is how many frames appear on your ''screen'' per second. You can set your FPS to be visible by changing {{tt|[FPS:NO]}} to {{tt|[FPS:YES]}} in your [[Init.txt]] file, which will display two numbers in the top-right corner of your game window, the first being the frames per second and the second being the refresh rate | + | How quickly time ''appears'' to pass in your game, especially in fortress mode, has as much to do with your hardware as with the number of ticks in a year. The number of [[frames per second]] is a direct reflection of how many ticks a second your processor is working through. This should be distinguished from the frame ''refresh'' rate, which is how many frames appear on your ''screen'' per second - since there's a limit to how many frame changes the human eye can see, there's not much purpose to displaying every single one of them on-screen. You can set your FPS to be visible by changing {{tt|[FPS:NO]}} to {{tt|[FPS:YES]}} in your [[Init.txt]] file, which will display two numbers in the top-right corner of your game window, the first being the frames per second and the second being the refresh rate. By default the framerate is capped at 100 FPS, but this setting can be changed or even removed: see [[Frames per second#Controlling FPS|here]] for a technical discussion. For tips on maximizing framerate, see the (topically named) [[Maximizing framerate]] article. |
''Dwarf Fortress'' is an ''extremely'' processor-intensive game, and so how many frames you actually get per second will depend on the strength of your machine, how far into the game and how much clutter there is in it, whether or not you are taking any fps-saving measures, what mods or other programs you are running, and so on. Regardless of mode, there are 28 days in a month and 12 months in a year. Assuming an FPS of 100, not counting pauses an hour of fortress mode gameplay will translate into a year in-game. | ''Dwarf Fortress'' is an ''extremely'' processor-intensive game, and so how many frames you actually get per second will depend on the strength of your machine, how far into the game and how much clutter there is in it, whether or not you are taking any fps-saving measures, what mods or other programs you are running, and so on. Regardless of mode, there are 28 days in a month and 12 months in a year. Assuming an FPS of 100, not counting pauses an hour of fortress mode gameplay will translate into a year in-game. | ||
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* At 60 FPS: | * At 60 FPS: | ||
− | :: 1 day = 20 sec ; 1 month = 9 min 20 sec ; 1 year = 1 hour | + | :: 1 day = 20 sec ; 1 month = 9 min 20 sec ; 1 year = 1 hour 40 min |
* At 30 FPS: | * At 30 FPS: | ||
− | :: 1 day = 40 sec ; 1 month = 18 min 40 sec ; 1 year = 3 hour | + | :: 1 day = 40 sec ; 1 month = 18 min 40 sec ; 1 year = 3 hour 24 min |
In dwarf mode, the game starts with some announcement checks and considers autosaves, etc. A lot of the rest doesn't happen every tick. Every hundred ticks, for instance, it'll check job assignments and strange moods. Armies are [[World activities|moved on the world map]]. Every hundred ticks (staggered from the job check), it handles job applications by dwarves, a kind of invisible auction that it uses to manage the various competing priorities. Every ten ticks it advances the seasons, which actually does all kinds of things with the weather and map (both locally and in the world), and it also does a check for certain plot element advances (diplomats, sieges, etc.), and it checks whether your fort is still alive. | In dwarf mode, the game starts with some announcement checks and considers autosaves, etc. A lot of the rest doesn't happen every tick. Every hundred ticks, for instance, it'll check job assignments and strange moods. Armies are [[World activities|moved on the world map]]. Every hundred ticks (staggered from the job check), it handles job applications by dwarves, a kind of invisible auction that it uses to manage the various competing priorities. Every ten ticks it advances the seasons, which actually does all kinds of things with the weather and map (both locally and in the world), and it also does a check for certain plot element advances (diplomats, sieges, etc.), and it checks whether your fort is still alive. |