Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: DF 4.02 Slow  (Read 4037 times)

locustgate

  • Bay Watcher
    • View Profile
Re: DF 4.02 Slow
« Reply #15 on: July 11, 2014, 06:53:27 am »

History length x world size equates to a great deal of FPS drop. The longer the history and the bigger the world the slower it will run.

The world's populations and settlements develop very rapidly in this version so a world with a couple hundred years history is very mature and well settled at that point. Small or medium worlds with a only a couple hundred years history should run pretty well where  as a large world with a thousand years history will not.

My world is 5 years old, and still 30fps. My mantis ticket said it's this version, none of it is even slightly optimized. So run 4.01 without autosave.
« Last Edit: July 11, 2014, 06:56:05 am by locustgate »
Logged

peskyninja

  • Bay Watcher
  • Natural de-selector
    • View Profile
Re: DF 4.02 Slow
« Reply #16 on: July 11, 2014, 08:50:17 am »

FPS drops here are quite random. The game runs at 100 fps but suddenly goes to 60 or 30. It's not related to invisible baby wagons though. I've tried embarking in places without trees and I usually got VERY low FPS upon the arrival of flying critters. These seem to becoming stuck in midair for indefinitely long times or jamming themselves in invisible walls, floors or cliffs.. That may also be related. All that happened in .01 in small->tiny worlds with various history lengths. Now I'm I'm getting the same random drops with flying critters or full randomness too. Further tests must be made to see if trees have something to do. Probably they have as they open new pathfinder options.
Edit : Forgot to add that assigning the game to only one CPU improves performance. Or at least seems to.
« Last Edit: July 11, 2014, 09:02:41 am by peskyninja »
Logged
Burn the land and boil the sea. You can't take the sky from me

Thou son of a b*tch wilt not ever make subjects of Christian sons; we have no fear of your army, by land and by sea we will battle with thee, f**k thy mother.

Orkel

  • Bay Watcher
    • View Profile
Re: DF 4.02 Slow
« Reply #17 on: July 11, 2014, 03:50:31 pm »

I'm also getting flyers stuck in one midair blob never moving (in my case, Giant Thrips). Perhaps this lag is somehow related to their pathfinding going into some kind of infini-loop?
Logged
Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

FutureSailor

  • Bay Watcher
    • View Profile
Re: DF 4.02 Slow
« Reply #18 on: July 11, 2014, 07:23:43 pm »

Flying critters got stuck in the last version too, for me at least, I don't think that's causing it. I actually like the bug, I turned off invaders, beasts, etc. because I want to build a massive plantation without worrying about defenses, and now I know for sure that a bunch hostile animals won't spawn.

Anyway, I assume everyone else's water is spazzing out? When I inspect things, the foam tiles keep moving around even though everything else is paused. I have perfectly normal fps on maps with nothing but ponds, a bad fps when there's just a brook, and abysmal fps when I have two rivers and a brook flowing into a big lake.

I wonder if optimizing the calendar means making it its own thread. Just make the world-stuff-thread immediately write its results, without the currently loaded game seeing it, then reconcile it when the player saves but before anything is written, and you don't even have to worry about mutexes and semaphores.
« Last Edit: July 11, 2014, 07:25:29 pm by FutureSailor »
Logged

reality.auditor

  • Bay Watcher
    • View Profile
Re: DF 4.02 Slow
« Reply #19 on: July 12, 2014, 05:08:59 am »

I wonder if optimizing the calendar means making it its own thread.
No. It means it will execute faster.

then reconcile it when the player saves
This makes no sense. Why events in the world have to wait until player saves? What about simplest relationship of new events in world with your fortress: news from world that comes with liason?
Logged
Are weapons like the least lethal thing in DF?

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: DF 4.02 Slow
« Reply #20 on: July 12, 2014, 07:57:19 am »

some pathfinding problem can cripple performance highly.
On a recent fort, i dug to the cavern, there was a lake with a big fungus on top of it, but it was out of distance (unless jumping) to reach if i didn't build a bridge/floor.

And i didn't.

After a while i got suddenly an enormous slowdown, a turn seemed to take at least 5 or 6 seconds.
I was wondering what was going on and noticed a message about a dwarf constantly cancelling drinking despite i had a nice well that every other dwarves were visiting regularly.

I looked for that dwarf and saw him on a land in the cavern that wasn't just accessible , my only guess is that somehow the dwarf jumped from the stair to the mushroom for reason i have no idea (as with floor/bridge it was the only way to reach it) and climbed down to that land (that was accessible from the fungus)

And from then it was unable to find any pathfinding back, and that destroyed the game performance so much that even after ordering building a couple of floor to make a small bridge between stair and fungus, the game just gave up and crashed.

So i recommend to make burrows to force dwarves avoiding to go on a stupid stunt like that and breaking their pathfinding code so much the game become unplayable.
Logged

BigD145

  • Bay Watcher
    • View Profile
Re: DF 4.02 Slow
« Reply #21 on: July 12, 2014, 08:51:10 am »

ok, what the fuck. I have only 7 dwarves, a small world with only a 50 year history, and no running water, and I'm getting 30 fps.

History now continues after world generation. You're welcome.
Logged

Gukag

  • Bay Watcher
    • View Profile
Re: DF 4.02 Slow
« Reply #22 on: July 12, 2014, 09:06:01 am »

So far I'm having the opposite experience. 4.01 fort was victim to random massive FPS drops for no reason, current one is smooth as GCS silk. Similar maps with volcanoes, more or mess same ammount of trees and biome. /shrug
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: DF 4.02 Slow
« Reply #23 on: August 05, 2014, 09:41:40 am »

I just reduced the civilization population counts in OldGenesis and tried a 2x2 embark. Got 170-235 FPS (3-core AMD Athlon II X3 445, 3.1 GHz, 2011) after initial mining ops.

Y'all can try my save, it is Ironhand graphics, region1: https://dl.dropboxusercontent.com/u/8967397/DF40_03_oldgen_ironhand_preview5_with_goodFPS_save.zip  it is .05 but foldername meh
Spoiler (click to show/hide)
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Romegypt

  • Bay Watcher
    • View Profile
Re: DF 4.02 Slow
« Reply #24 on: August 05, 2014, 10:26:54 am »

whhhyyyy did you resurrect this? It is old and no longer relevant, and I am now getting 125+ fps again, on a really bad computer.
Logged
Pages: 1 [2]