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Author Topic: Ramps FPS observation  (Read 1162 times)

Erk

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Ramps FPS observation
« on: May 01, 2010, 03:34:38 pm »

I just noticed that designating large areas of upward ramps to dig has caused a solid hit to my already straining FPS, from 45 to 15. Has anyone else spotted this one?
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Scarpa

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Re: Ramps FPS observation
« Reply #1 on: May 01, 2010, 03:36:39 pm »

That's a common issue with large designations like that in general. It causes 1000's of jobs (one per square designated) to constantly check if a dwarf is available for it. To avoid the FPS hit just do smaller chunks. I typically outline the large area and then do small fill in designations.
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Erk

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Re: Ramps FPS observation
« Reply #2 on: May 01, 2010, 04:01:18 pm »

I'm aware, but this one is specifically for ramps. I tested it, by designating the area as ramps, watching the FPS drop, and then undesignating and switching to dig. The FPS drop for digging was negligible - it wasn't really that big an area, about 10x15 - but for ramps it's massive.
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Urist Imiknorris

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Re: Ramps FPS observation
« Reply #3 on: May 01, 2010, 04:14:03 pm »

The game seems to have trouble removing ramps. Since natural ramps are automatically removed when they don't have a wall next to them... Yeah. The lag.
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Shinziril

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Re: Ramps FPS observation
« Reply #4 on: May 01, 2010, 06:22:16 pm »

Anything with mass channeling/ramping is very bad for FPS, as it has to do several things at once:

Each time a tile is dug, check for cave-ins / ramp collapses.

Each time a tile is dug, recalculate connectivity maps.

Each time a tile is dug, redo the path for the dwarf that was trying to get to a different tile and wanted to walk over the now nonexistent tile (Sigh . . .).

The multiple large calculations necessary per tile means that designated ramps or channels can cripple even a powerful machine if you use too many, bringing your FPS to its knees.  Use sparingly!
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Ampoliros

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Re: Ramps FPS observation
« Reply #5 on: May 01, 2010, 06:35:35 pm »

Yeah, i've had that too. I presumed it was because of the potentially complicated and shifting nature of the pathing around the ramps and the collapsing ramps thing; you might want to try locking them in/burrowing them, as it might help...I haven't made any very large multi-z-level drops recently, but the smaller ones i've been doing by designating staircases and just chanelling them out top-down. Might help?
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Corona688

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Re: Ramps FPS observation
« Reply #6 on: May 01, 2010, 09:25:45 pm »

I'm aware, but this one is specifically for ramps. I tested it, by designating the area as ramps, watching the FPS drop, and then undesignating and switching to dig.
With a ramp it's possible for every ramp you designate in a giant flat area to be available to be dug immediately, wheres if you're digging in from the side, most of it probably isn't and ergo isn't checked.  I bet you'd have a similar drop with down stairs, etc.
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