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Author Topic: What are the commonly accepted BEST methods for preventing fps decline?  (Read 1795 times)

TheFreshPrince

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I've read the wiki article, but I'm just wondering what the community here generally agrees has the most effect for saving fps?

For example, would a 3x3 embark be noticeably faster than a 4x4?
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pisskop

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #1 on: August 23, 2014, 11:32:25 am »

http://www.bay12forums.com/smf/index.php?topic=117954.0
Accelerated Fortress.  Worth a look.

Also look for micro fortresses, where you can embark on very small areas.
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toomanysecrets

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #2 on: August 23, 2014, 01:23:17 pm »

Kind of a tough question, since everyone's fort and computer are different. I have a pretty old machine (2008) but for what it's worth, here's what helps me:

  • Use a small world, short history, smallest embark you can stand
  • Turn off temp and weather
  • Set G_FPS to 10 or 12 (this might not help if you have a newer machine)
  • Keep fortress clutter to a minimum. Refuse/worn clothing/etc.
  • Get rid of extra animals or confine them to a 1x1 spot with a zone/cage/chain
  • If you've mined out a huge area but aren't using it anymore, seal it off when you're done or "restrict" it with traffic designations.
« Last Edit: August 23, 2014, 01:25:10 pm by toomanysecrets »
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TheFreshPrince

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #3 on: August 23, 2014, 01:33:48 pm »

Kind of a tough question, since everyone's fort and computer are different. I have a pretty old machine (2008) but for what it's worth, here's what helps me:

  • Use a small world, short history, smallest embark you can stand
  • Turn off temp and weather
  • Set G_FPS to 10 or 12 (this might not help if you have a newer machine)
  • Keep fortress clutter to a minimum. Refuse/worn clothing/etc.
  • Get rid of extra animals or confine them to a 1x1 spot with a zone/cage/chain
  • If you've mined out a huge area but aren't using it anymore, seal it off when you're done or "restrict" it with traffic designations.

First of all, your avatar pic! It reminds me of some game I loved long ago from my childhood, but can't remember the name of. It was an RPG correct? For the NES?

Secondly, how can you keep animals locked down to a tile without them fighting with each other?
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vjek

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #4 on: August 23, 2014, 01:33:48 pm »

I've read the wiki article, but I'm just wondering what the community here generally agrees has the most effect for saving fps?

For example, would a 3x3 embark be noticeably faster than a 4x4?
It would be, yes.

This is what I do to ensure high FPS, personally. (YMMV)
-pocket world (17x17)
-zero rain
-40 drain (with above means 99% of the world is rocky wasteland, meaning no trees, no wild plants, no surface sapling growth, etc)
-3x2 embark size max
-one cavern
-5000+ mineral scarcity
-very shallow world, typically <20 Z-levels from embark to magma sea, making volcanoes often unnecessary.
-no divine metals (useless in fortress mode)
-no savagery, no evil, no werecreatures, no vampires, no necromancers, no night creatures, no titans, no megabeasts, no semi-megabeasts
-2 demon types
-two civs (with several thousand goblins, the TRUE dwarven enemy)  ;D
-3 sites or less for civs
-historical figures culled / don't reveal all historical events.
->90% of the world is the same elevation
-no rivers (no rain)
-max 40 dwarves
-100 year history

YAHG

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #5 on: August 23, 2014, 01:41:15 pm »

I've read the wiki article, but I'm just wondering what the community here generally agrees has the most effect for saving fps?

For example, would a 3x3 embark be noticeably faster than a 4x4?
It would be, yes.

This is what I do to ensure high FPS, personally. (YMMV)
-pocket world (17x17)
-zero rain
-40 drain (with above means 99% of the world is rocky wasteland, meaning no trees, no wild plants, no surface sapling growth, etc)
-3x2 embark size max
-one cavern
-5000+ mineral scarcity
-very shallow world, typically <20 Z-levels from embark to magma sea, making volcanoes often unnecessary.
-no divine metals (useless in fortress mode)
-no savagery, no evil, no werecreatures, no vampires, no necromancers, no night creatures, no titans, no megabeasts, no semi-megabeasts
-2 demon types
-two civs (with several thousand goblins, the TRUE dwarven enemy)  ;D
-3 sites or less for civs
-historical figures culled / don't reveal all historical events.
->90% of the world is the same elevation
-no rivers (no rain)
-max 40 dwarves
-100 year history

That sounds pretty cool you mind posting your worldgen thingy?

Witty

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #6 on: August 23, 2014, 01:42:57 pm »

Playing the older, more stable version will also help a bit.
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Kumil

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #7 on: August 23, 2014, 02:51:31 pm »

Changing the process priority in init.txt to a higher level.
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ImagoDeo

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #8 on: August 23, 2014, 06:27:04 pm »

Changing the process priority in init.txt to a higher level.

This is a good idea. I always set it to HIGH.

Other than that:
  • Use quantum stockpiling techniques.
  • Use traffic designations.
  • Run as few things alongside Dwarf Fortress as you can. Every other drain on your CPU will slow down DF.
  • Promptly eliminate garbage, however you see fit. Magma, bridge crushers, and refuse stockpiles are all good methods.
  • Do not let animal populations get out of control. Or just learn to play entirely without domestic creatures.
  • Limit your fortress population with the STRICT cap in the init file.
« Last Edit: August 24, 2014, 11:13:29 am by ImagoDeo »
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Tacomagic

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #9 on: August 23, 2014, 06:30:40 pm »


First of all, your avatar pic! It reminds me of some game I loved long ago from my childhood, but can't remember the name of. It was an RPG correct? For the NES?


It's the golem from Dragon Warrior (Dragon Quest 1).
« Last Edit: August 23, 2014, 06:33:19 pm by Tacomagic »
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Moridin920

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #10 on: August 23, 2014, 06:40:52 pm »

Bridge crushers are actually not a good idea, because unless the bug has been taken care of and I didn't notice: the item disappears but the ID remains behind and the game still calculates it as existing.

Magma is better for permanent disposal.
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TheFreshPrince

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #11 on: August 23, 2014, 09:18:16 pm »

Bridge crushers are actually not a good idea, because unless the bug has been taken care of and I didn't notice: the item disappears but the ID remains behind and the game still calculates it as existing.

Magma is better for permanent disposal.

Can anyone confirm or deny this as of 34.11?
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Telgin

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #12 on: August 23, 2014, 10:09:30 pm »

I thought someone confirmed that would fix itself if you restarted DF or something.  Sounds like someone needs to retest all of that in the new version.
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vjek

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #13 on: August 24, 2014, 09:40:41 am »

...
That sounds pretty cool you mind posting your worldgen thingy?
Sure, here's one that is as outlined..
Spoiler: fast worldgen (click to show/hide)
The 40 dwarf limit is imposed in d_init.txt (population cap).
Also, I set child:birth caps to 0:0 respectively.
[POPULATION_CAP:40]
[STRICT_POPULATION_CAP:41]
...
[BABY_CHILD_CAP:0:0]
« Last Edit: August 24, 2014, 09:44:00 am by vjek »
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YAHG

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Re: What are the commonly accepted BEST methods for preventing fps decline?
« Reply #14 on: August 24, 2014, 09:45:33 am »

Cool thanks, that is pretty barebones  8). I had made a one carvern map like you mentioned and my civilization didn't start with save wheat or sweet pods. So no beer and no rum... :'(

I don't know if they were related, but the idea of running the fortress that supplies the world with beer and rum just sounds noble :).
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