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Author Topic: Known frame rate drops  (Read 1262 times)

oolon1

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Re: Known frame rate drops
« Reply #15 on: October 30, 2007, 09:57:00 am »

quote:
Originally posted by JT:
<STRONG>I get a big FPS hit every time two dwarves meet in a narrow corridor.  Presumably one of the dwarves is trying to find another path (as in the previous version) to clear up the corridor, but scans everywhere and fails to do so.</STRONG>

This one may be directly related to mine.  The lock ups happened as my dwarves were hauling stone up narrow halls and single-tile stairs, coinciding definitely with z-level changes, but possibly also "let me by" pathfinding.

Hope this helps, Toady.

edit:  I'm not having any FPS reduction at lower levels *unless* there are dwarves going up or down stairs.  This may be related more to my CPU, as there was a huge difference in performance between my old Athlon 3200+ and this Core 2 Duo on the old version.

[ October 30, 2007: Message edited by: oolon1 ]

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Soulwynd

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Re: Known frame rate drops
« Reply #16 on: October 30, 2007, 10:37:00 am »

I got a huge FPS increase, without any notable drops while looking at unseen rock/sky, simply by reducing the site of my fortress by one square up and left.

IE. When you pick a place for your fortress, try reducing the area it will occupy. One step lower than default really wont make any difference in gameplay, but will surely help your fps. At least it does for me.

Second thing I've noticed is that maps with crossing rivers are a lot slower compared to maps where the river is born and only leaves the area.

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oolon1

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Re: Known frame rate drops
« Reply #17 on: October 30, 2007, 11:46:00 am »

EDIT:  Changing dwarf speed didn't fix the locking up when they all change elevation.  It just makes it a little more bearable.

[ October 30, 2007: Message edited by: oolon1 ]

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Lightning4

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Re: Known frame rate drops
« Reply #18 on: October 30, 2007, 11:55:00 am »

I think the large amounts of creatures present in a large stretch of river is causing a massive slowdown. If I pick a map without as much of the river or stream, it is must, much faster. I heard something about it being wonky pathing issues with aquatic creatures but I dunno.

Could be the river itself though.

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axus

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Re: Known frame rate drops
« Reply #19 on: October 30, 2007, 10:04:00 pm »

I'm on a river map now, theres a hill/mountain a few Z levels high, and my selection space is 5x5.  I'm getting near full FPS underground (under the river, actually), which contradicts my previous 6x6 fort that would slow way down in underground areas with lots of unseen rock.
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Seryntas

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Re: Known frame rate drops
« Reply #20 on: October 31, 2007, 12:00:00 am »

I'm having the same problem a couple other people are having, where ground level runs in the 80s of frames per second and nowhere else quite gets me 30.
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Toady One

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Re: Known frame rate drops
« Reply #21 on: October 31, 2007, 01:27:00 am »

I've got a save that does this now, and it has a lot of residual midmaps that should have been cleared but weren't.  There are a few places where those could have come from, but I suspect it might be the ones it creates when you are choosing start sites.  So it's possible that the sky/underground lag comes from the amount of type you spent picking out a start site, though I'm not sure yet.  It uses those maps to print the fake squares, but there should only be a couple of them when you are actually playing and so no associated lag...  not 952 of them... and in any case, I think I've got something faster sitting around now that doesn't use them at all.  I just never got a lag from this since I never scrolled through hundreds of start sites before playing (if that's the cause), so it never came up.  Won't be any issue to handle it.

edit:  Nope, that wasn't it -- the midmaps are the cause, but they must be collecting from a more obscure source.  Easy to make a workaround, but I'll also be going for the source.

[ October 31, 2007: Message edited by: Toady One ]

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Toady One

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Re: Known frame rate drops
« Reply #22 on: October 31, 2007, 04:12:00 am »

Okay, the unallocated square display lag is fixed so far as I can tell.  Sky tiles still move a hair slower since it has to worry about showthrough, but on pause I could only tell when I removed the FPS cap.  Viewing the underground has much higher FPS than anything else now.
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Jaqie Fox

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Re: Known frame rate drops
« Reply #23 on: October 31, 2007, 04:39:00 am »

Toady, are you compiling, packaging, and linking these 'hotfixed' versions on the download page as you fix them or are you saving all the bugfixed versions to be released later?
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Toady One

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Re: Known frame rate drops
« Reply #24 on: October 31, 2007, 04:45:00 am »

Nah, it takes a while to set things up, and I don't like rushing through the cycle many times in a day since I'll just mess up the zip in one way or another, so I'm going to put up a new release with all the changes in a day or two, as it used to work.  There will be a new yellow log entry in dev_now when I get around to it.  I was hoping to fix the trade crash before the next version, but I'm not sure that'll happen.  I think I've got most of everything else that was really urgent, and now I've just got a collection of really fast fixes for tomorrow.  It might go up tomorrow night, depending.
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Jaqie Fox

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Re: Known frame rate drops
« Reply #25 on: October 31, 2007, 04:52:00 am »

k. thanks!
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