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Author Topic: Storage alternatives to reduce FPS effect of item number  (Read 878 times)

Syndic

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Storage alternatives to reduce FPS effect of item number
« on: June 07, 2016, 05:48:23 am »

As I've read often enough to assume it's common knowledge, one of the big FPS drains (with the other being pathfinding/creatures) is the number of items in a fort. Calculations for temperature, item decay, checking over ALL items (or all of a type) for jobs... I don't know what else, but having lots of items means not having nice FPS.

This is a real problem for people who like to have a nice (hyper-)active industry in their fort. Since there's no real incentive to trade all the stuff I produce away, and even if there was I'd still likely try to stockpile ingredients and raw materials for my dwarves' industry en masse, I end up with more and more (and more...) items, slowing my fort down until I decide it's no longer fun to play. Which is a real shame.

So, on to the actual idea: Since running all these calculations over all these items is what eats the FPS, could we get some option to remove items from these calculations? For example, a storehouse building which accepts items much like a stockpile, but since they're stored in nice climate-controlled (or just well sealed^^) rooms there's no need to run temperature calculations over them. If a job needs an item, it gets one from the storehouse where they're just stored as a list of stuff IN the storehouse, not actual items that need a temperature and whatnot.

I'd just love to be able to start a megaproject with a well-developed fort and its industry to back it up instead of having to absolutely minimize any OTHER part of dwarven life to save FPS, or having to look into speed:0 or other cheats to get around the FPS drain. If that means having to dedicate half my workforce to carrying everything into storage, so be it!
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MrWiggles

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Re: Storage alternatives to reduce FPS effect of item number
« Reply #1 on: June 07, 2016, 06:06:19 am »

So, you want the ability to designation an exploitation zones? What happens to your computer when these store house items are forced to go through those calculations? Because shanigans happen in DF, and you cant really make an immutable area. What happens to these items when the fort is abandoned? What happens to these items when its created into and Adventure Mode site? What happens to these items when they exceed the DF ability to actually count them? What happens to these items with strange moods? What happen to these items with Noble Mandates? What happen to these items for Artist attachment to them?
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Syndic

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Re: Storage alternatives to reduce FPS effect of item number
« Reply #2 on: June 07, 2016, 11:00:47 am »

Well, I'd imagine "it slows to a crawl, they get tossed in a pile similar to items that were in a trade depot (assuming that's what happens to trade-depot-stored items, I don't visit abandoned forts much^^), depending on how adventure mode sites handle buildings (I tried advmode once, but it doesn't hold my interest. I'm a fortmode guy) there'd either still be a storehouse or see previous point, to combat this issue identical items could be numbered and I kinda doubt I'd realistically manage to create enough different roasts or whatnot to exceed DF's ability to count them (and if I could do that, I could just as easily - though slower due to low FPS - run into this without storehouses), I assume jobs would check "does the storehouse have <item>" so strange moods should be able to grab from them as well, mandates count whether you create the needed item on creation, so they could still count the item before it gets hauled to storage (how is this even an issue), and since the items are not lost why would the artist worry about them unless someone destroys the storehouse, at which point yeah, artist McThousandPiecesInThere will go mad.

what I want isn't neccesarily "the ability to design(ation) an exploitation zone(s)", what I WANT is to be able to play my fort and not worry that if my dwarves are TOO INDUSTRIOUS (seriously?) I will feel forced to start over because the game can't handle a thriving fort without some kind of supercomputer. If some other method allows this, nice. But with how long this has been a major issue (I think last time I didn't have to worry about producing too much the game was still in 2-D) I think it's time for some band-aid methods. I seriously care less about awesome new trees, a better job manager and friggin BARDS than about the ability to actually play a fort in a way that's fun, instead of a way that optimizes it for saving CPU cycles.
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MrWiggles

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Re: Storage alternatives to reduce FPS effect of item number
« Reply #3 on: June 07, 2016, 09:40:13 pm »

So then, its not an area that escapes checks then? Just some of the checks... so you're adding more checks for items to be checked against in an attempt to reduce the number of checks that need to be done? And if you are inventing an area where you can dump items without system impact then you're incline to create more items, as what limits your industry is the eventual slow down.
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Re: Storage alternatives to reduce FPS effect of item number
« Reply #4 on: June 08, 2016, 10:17:45 am »

That last outcome is indeed the goal - bigger industries possible.