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Author Topic: FPS death  (Read 2674 times)

thegoatgod_pan

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Re: FPS death
« Reply #15 on: March 16, 2011, 10:16:38 pm »

I love the dfhack clean function combined with 3/7 trenches in key spots, a permanently wet garden and a continuous effort to clean up and atomsmash any goblin and troll clothing that turns up.
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More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?

The13thClam

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Re: FPS death
« Reply #16 on: March 16, 2011, 10:17:07 pm »

I used to cage up all my animals to make sure there wasn't a pathfinding calculation for all of them, but now they starve to death. Pretty sure pastures still reduce it, at least.
Do what the above poster suggested, but also remind yourself: 
7 dwarves * ~400fps = 2800 getting-shit-done-unit
time goes on and you get migrants and that slows everything down
16 dwarves * ~300fps = 4800 getting-shit-done-unit
100 dwarves means your fps is gonna be double digits for most people, I think. So
100 dwarves * 10-to-99 fps means you're still getting a LOT more work done than in the beginning, even if it doesn't feel like it
What are you running, some sort of super computer? With 16 migrants hard at work I'm lucky if I can get 90 FPS and that's on a quad core with 6 gigs of ram!
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Aramco

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Re: FPS death
« Reply #17 on: March 16, 2011, 10:17:58 pm »

I used to cage up all my animals to make sure there wasn't a pathfinding calculation for all of them, but now they starve to death. Pretty sure pastures still reduce it, at least.
Do what the above poster suggested, but also remind yourself: 
7 dwarves * ~400fps = 2800 getting-shit-done-unit
time goes on and you get migrants and that slows everything down
16 dwarves * ~300fps = 4800 getting-shit-done-unit
100 dwarves means your fps is gonna be double digits for most people, I think. So
100 dwarves * 10-to-99 fps means you're still getting a LOT more work done than in the beginning, even if it doesn't feel like it
What are you running, some sort of super computer? With 16 migrants hard at work I'm lucky if I can get 90 FPS and that's on a quad core with 6 gigs of ram!

?

I can get 100 FPS on my laptop with 100 dwarves, so...

EDIT: And I don't know how much higher I could go, because 100 is the cap I set.
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

noob

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Re: FPS death
« Reply #18 on: March 16, 2011, 11:44:25 pm »

I used to cage up all my animals to make sure there wasn't a pathfinding calculation for all of them, but now they starve to death. Pretty sure pastures still reduce it, at least.
Do what the above poster suggested, but also remind yourself: 
7 dwarves * ~400fps = 2800 getting-shit-done-unit
time goes on and you get migrants and that slows everything down
16 dwarves * ~300fps = 4800 getting-shit-done-unit
100 dwarves means your fps is gonna be double digits for most people, I think. So
100 dwarves * 10-to-99 fps means you're still getting a LOT more work done than in the beginning, even if it doesn't feel like it
What are you running, some sort of super computer? With 16 migrants hard at work I'm lucky if I can get 90 FPS and that's on a quad core with 6 gigs of ram!

?

I can get 100 FPS on my laptop with 100 dwarves, so...

EDIT: And I don't know how much higher I could go, because 100 is the cap I set.
IIRC DF only uses 1 core. maybe the laptop has one superior core instead of 4 regular cores.

i have 18 fps with a 101 dwarf fort and im using a desktop
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Urist_McArathos

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Re: FPS death
« Reply #19 on: March 17, 2011, 12:11:11 am »

I used to cage up all my animals to make sure there wasn't a pathfinding calculation for all of them, but now they starve to death. Pretty sure pastures still reduce it, at least.
Do what the above poster suggested, but also remind yourself: 
7 dwarves * ~400fps = 2800 getting-shit-done-unit
time goes on and you get migrants and that slows everything down
16 dwarves * ~300fps = 4800 getting-shit-done-unit
100 dwarves means your fps is gonna be double digits for most people, I think. So
100 dwarves * 10-to-99 fps means you're still getting a LOT more work done than in the beginning, even if it doesn't feel like it
What are you running, some sort of super computer? With 16 migrants hard at work I'm lucky if I can get 90 FPS and that's on a quad core with 6 gigs of ram!

?

I can get 100 FPS on my laptop with 100 dwarves, so...

EDIT: And I don't know how much higher I could go, because 100 is the cap I set.
IIRC DF only uses 1 core. maybe the laptop has one superior core instead of 4 regular cores.

^ This.  DF is a single core program that does not (yet) support multithreading.  If you have a single core processor that is very high speed, it will run DF better than a quad core where each individual core is smaller than the single, even if the SUM of those quads makes a higher total.  Also, DF does not yet support 64 bit, so your RAM cap is 4 GB; the excess RAM is wasted.  However, research from the common causes of FPS death seems to indicate that it is processor power, not RAM, that is sucked up until the game slows to a crawl.

Solution: all of the above FPS reducing tricks, have a powerful single core or, barring that, make the dwarf fortress process have the highest priority on its core, and kick everything else onto another core.  My computer-fu is weak, so I cannot help you more with the last two tips.
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obeliab

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Re: FPS death
« Reply #20 on: March 17, 2011, 12:41:09 am »

I've never seen it suggested, but I've had great success in reducing FPStration by modifying/adding appropriate [SPEED:] tags to all creatures in the raw files once my forts drag down to unbearable levels.  I keep a set of 5x (1/5th SPEED tags) and 10x (1/10th SPEED tags) raw files, swapping them in once a fort starts to lag hard.  It changes a few (mostly insignificant) gameplay timing things, and time passage and stuff like liquid flows are still very slow, but the game remains essentially the same, playable at a rate that, for most purposes, looks like 100 FPS.  Takes a little bit of work to do, though.
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Subdane

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Re: FPS death
« Reply #21 on: March 17, 2011, 10:28:52 am »

Prevention is far better than cure. To this end:

1) dwarfwashes at all access points to keep away surface contaminants

5) pocket world and very short history

1. Is that still an issue or has that not been fixed? (dragging mud all over the place I assume)

5. Why does history effect FPS?
« Last Edit: March 17, 2011, 10:37:09 am by Subdane »
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wuphonsreach

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Re: FPS death
« Reply #22 on: March 17, 2011, 10:32:04 am »

^ This.  DF is a single core program that does not (yet) support multithreading.  If you have a single core processor that is very high speed, it will run DF better than a quad core where each individual core is smaller than the single, even if the SUM of those quads makes a higher total.  Also, DF does not yet support 64 bit, so your RAM cap is 4 GB; the excess RAM is wasted.  However, research from the common causes of FPS death seems to indicate that it is processor power, not RAM, that is sucked up until the game slows to a crawl.

Solution: all of the above FPS reducing tricks, have a powerful single core or, barring that, make the dwarf fortress process have the highest priority on its core, and kick everything else onto another core.  My computer-fu is weak, so I cannot help you more with the last two tips.
If a program is 32-bit, it just means that the individual program cannot access more then 2GB (3GB?) of RAM, even if the operating system is 64-bit and has a few dozen GB to work with.  So I wouldn't say that more then 4GB is wasted, it can easily be used for other tasks or running the operating system.  And it increases the odds that DF will get a full 2-3GB to play with without causing the rest of the system into the swap/page file.

If the OS itself is 32-bit, then generally that limits you to about 3.3GB of total RAM.  Unless you do some addressing tricks which may / may not be compatible with every program.

Assuming that the single-core, dual-core and quad-core CPUs are all from the *same* CPU generation and have equivalent amounts of cache as well as the same architecture/design, then yes, a higher GHz single-core CPU will outperform a dual/quad core CPU with a lower clock rate.  But an older P4 running at 3GHz is unlikely to outrun a Core2 at 2.5GHz (different processor generations, different architecture/design, probably a lot more cache on the Core2, etc).  I don't remember how much more powerful Core2 is over the old P4s on a per-clock basis, so the 20% faster for the same clock rate is a bit of a guess.

For something like DF, and other single-process games/programs, a faster dual-core CPU is to be preferred over a quad-core CPU where the individual cores run at a lower clock speed.  (Again, assuming that both are from the same chip family / generation.)  On the flip side, I'd gladly take a 2.0GHz quad over a 2.2GHz dual, just because it lets the OS spread the load across more cores, which makes everything nicer and less laggy.

It just gets a bit murkier when I have to choose between a 3.0GHz dual and a 2.0GHz quad from the same CPU family (like the original dual-core Phenom vs quad-core Phenom).

Having used multi-core CPUs for a number of years, I will never go back to a single-core.  Even if that single-core ran at a bajillion GHz.  Due to the way Windows does its scheduling, having at least 2 cores is greatly preferred because it keeps the system responsive under heavy loads.  Even if there's a runaway process eating up all the CPU time on one of the cores.
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