I just thought I'd slap this info down for !SCIENCE! Purposes, and detail my on-going FPS experiment and the issues there of.
Below is a list of FPS drop 'types', and the results from my personal testing so far! This is VERY fresh in experimentation, I plan to update it as I have more information. I will also begin to attach forts to let others test on their rigs and see if they gain similar results or not to help cross-confirm exact !SCIENCE!.
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Total Items (MASSIVE)~ in my 10 year old fort, I had gathered 50,000 or so items. Prior to my deletion of ALL items (not furniture, workshop, etc) – I had 139-144 FPS. After deleting ALL items, I jumped to 480-495 fps! This is a truly massive thing to focus on
Total sentient Entities (Invaders and Dwarves) (Major)~ As is well and likely known, the amount of dwarves has a fairly major impact on FPS. It's hard to put a science on their specific fps lose due to the constant changing path finding, work flow, degrading clothing, and all the FUN of that. Further, Invaders act like a dwarf on the map in fps lose. It's normal to see a siege of 80 drop my fps by over 100, especially if they have to run through a 'trap hall' to get to me (more on that below).
~ I am too early in testing to suggest any improvements to this that isn't obviously, less invaders, less dwarves! But I can say a fort of 35 dwarves is completely self-sufficient, unless you NEED a 10-20 man military. though, I may question why, especially when I show you 2 of my dwarves solo a 110+ frost giant invasion, in steel armor... did I mention all invaders have +15 skill levels? >.>
Stock Piles (Moderate)~ using default stock piles, storing all stock piles in a 3x3 embark floor (Cleared all stone/etc, and used it for stockpiles) – I noticed a 35-43 FPS gain by REMOVING the stockpiles. Only about 1/3rd of the stockpiles had items or bins.
'Complex Halls' (Moderate)~ The good ol' classical 'trap hallway of zig-zagging doom!' - I've noted such zig-zagging and turns, ESPECIALLY when invaders enter causes a MASSIVE fps lose. I mean, 100+ fps from a siege of 80.
~ Further, even a '3 turn' trap hall minimizing the turns and complexity, when I 'locked off access' to it, gave me a 30 FPS boost. Nothing complex – it was a 5 wide hall, from left side to right, up 5 squares, then left to the next map edge for only half a map Z level. Extremely simple, yet showed a huge lose of fps. Even when not part of a barrow (denying Dwarves access), and 'RESTRICTED' traffic, neither improved fps. Only sealing it physically did.
Traffic Designations (Confusing?)~ I am... puzzled. Traffic designs should improve fps, yet... my experiments showed fps LOSE in almost ALL scenarios I used them! Leaving areas not needed for travel as low, 'empty areas' that are sealed off, as restricted, etc – I saw no gain. Removing all traffic – I gained about 15-20 FPS! No matter what combo I used and waiting 5 minutes to let 'things adjust' – I would get an fps LOSE for traffic controls?
~ If others have insight, it would be very handy as I could not discern a way to cause a fps gain by this?
Visible Areas (underground - Minor)~ Total 'dug up and accessible' area is a moderate concern for fps. When I replaced the HAPPY FUN DEPTHS, Magma sea, caverns, and my entire fort up to to the surface with stone (all open area=walls), I went from 530 fps to about 690 fps. Less so you should be worrying about this, as it seems even quarantining off entire dug out Z levels (walling physical access to the area), added maybe 1-2 fps? I need to test more. This may be different based on more complex forts, where I use a centralized stairway to ensure equal 'access and exit' to all floors.
Visible areas (Channeled surface - Game Breaking!)~ I do not know why, but if you channel out the entire surface from edge to edge, you'll notice a ABSOLUTE INSANE fps lose. I am talking losing 500+ fps from digging out the surface, down 1 layer. Access to the floor below is there, nothing is 'floating above' – a clean, fresh map and I lose 500+ fps doing this. Want a simple really, really deep 3x3 moat around the map? Good luck. At 30+ depth I went under 50 fps!
~ I am completely uncertain what causes this, and would others can tell me if this happens to them or not too, so we can theorize what the heck is going on!
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Things I need to test still:
~ Soil/Gem/Mineral 'types' and their impact on fps. Simple soil, etc, if it matters.
~ Amount of plants/wood and their impact both in species, and on embark (1500 trees vs 150)
~ World generation, civilization count, world size, history 'issues', etc etc. Extremely complex thing to test and one I am avoiding for now.
~ Specific biome 'quirks' and their fps. I have had embarks identical on the same world, have drastically different fps based on biome.
~ More to come!
As I said, this is a VERY beta draft of my experiments. I will update it in time, I just thought I'd share specifics to MASTERWORK and not 2-10 year old info on google for vanilla!