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Author Topic: On trying to avoid fps death  (Read 563 times)

thistleknot

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On trying to avoid fps death
« on: August 02, 2013, 12:56:50 pm »

2x2 mw mod embark (w less stone OFF) Using quantum stockpiles... noticed my fps started to drop below 200 when I started to mass dig. Setting high travel zones seemed to help but... what else can I do? I only have about 60 dwarfs.

is it because of all the stone I just dug out?  Should I dig... clean... dig some more?

Vs

dig a ton, clean
« Last Edit: August 02, 2013, 12:59:41 pm by thistleknot »
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AutomataKittay

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Re: On trying to avoid fps death
« Reply #1 on: August 02, 2013, 01:02:21 pm »

Designation can cause lag because each tile is pretty much a job looking for dwarves. I've had FPS cut into half just designating strip-mining each level in one go.

And 200 FPS? I'm pretty used to running at 20-50 FPS :D
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Merendel

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Re: On trying to avoid fps death
« Reply #2 on: August 02, 2013, 05:09:09 pm »

I dont think your fears of FPS death when your runin up around 200FPS are going to get much sympathy around here.   While everybody has their own definition of where that point starts  I dont think I've ever heard of a FPS over 30 being called FPS death of a fort.   I tend to cap my FPS at 100 anyway,   any more than that and I keep haveing to pause to decide what to do.

Still the more things DF is haveing to do and update the slower it will run.   The more jobs queued the slower, the more dwarves/animals haveing to make pathing calculations the slower.   You'd need one heck of a computer to maintain 200+ as your dwarf population climbs but if you've got 200 now with a mass dig designation going on you'll probably stay well up in the playable range for a long time.
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thistleknot

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Re: On trying to avoid fps death
« Reply #3 on: August 02, 2013, 09:57:01 pm »

I don't care what your definition of fps death is... I have a target # I'm trying to not reach below, and trying to avoid it by modifying my external settings.

apparently 2x2 isn't enough, I've tried reducing the # of dig zones, to no effect.

honestly, I think 1x1 would be lucky to maintain 150 indefinately (with mwmod, or civmwforge v5)

either way, this game needs to solve it

Garath

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Re: On trying to avoid fps death
« Reply #4 on: August 03, 2013, 03:49:43 am »

mining stuff out creates space which may cause loss of fps through pathing. If it's stone, you also create items (stones, duh). Enough of those, or other items, also cause a lot of fps loss. 10.000 bolts, 12.000 prepared meals and lots of goblinite will definately slow down the game
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
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KingBacon

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Re: On trying to avoid fps death
« Reply #5 on: August 03, 2013, 06:28:33 am »

Quantum stock piles and a magma chute.

Put all of your dorf that are not miners/woodcutters into leather armor of a single type -> dump everything else into the magma sea for Armok to consume.
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0cu

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Re: On trying to avoid fps death
« Reply #6 on: August 05, 2013, 12:29:37 am »

Also, traffic designations help a lot.
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Garath

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Re: On trying to avoid fps death
« Reply #7 on: August 05, 2013, 05:36:24 am »

note that one way to regain fps is to turn temperature off, which would make magma dumping useless. Magma itself, heating the stones around it, and dumping stuff in it that gets heated, melts and burns, creates mist when falling into it, etc, that will cause short moments of lower fps too
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

AutomataKittay

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Re: On trying to avoid fps death
« Reply #8 on: August 05, 2013, 05:37:59 am »

note that one way to regain fps is to turn temperature off, which would make magma dumping useless. Magma itself, heating the stones around it, and dumping stuff in it that gets heated, melts and burns, creates mist when falling into it, etc, that will cause short moments of lower fps too

It'll also make any pathing through areas warmed by magma impossible even after obsidianizing or cleaning magma out, because the hot tiles are still there and temperature dependant.
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