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Author Topic: The FPS mechanics of water flow  (Read 1033 times)

Trekkin

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The FPS mechanics of water flow
« on: August 17, 2010, 12:19:54 am »

I'm attempting to make a fort that is as little of an FPS burden as possible, and unfortunately I'm rather addicted to using flowing water in some form or other throughout most of my forts. I know this frequently causes FPS headaches, but what specifically about flowing water requires more calculations? if I have a series of pumps transferring water around in a circle as per the waterfall designs on the wiki, will that still register as flow and cause lag? Does falling water lag, or just spreading water?

I suppose I'm just asking for more specifics on how flowing fluids cause lag.
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existent

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Re: The FPS mechanics of water flow
« Reply #1 on: August 17, 2010, 12:24:04 am »

If there's water moving/flowing at all, it'll cause lag. The more water, the worse the lag.
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Trekkin

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Re: The FPS mechanics of water flow
« Reply #2 on: August 17, 2010, 12:27:17 am »

So there is no distinction at all concerning the direction in which it is moving?
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existent

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Re: The FPS mechanics of water flow
« Reply #3 on: August 17, 2010, 12:29:00 am »

So there is no distinction at all concerning the direction in which it is moving?
Nope. It's the sheer number of calculations that need to be done that cause lag.
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Trekkin

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Re: The FPS mechanics of water flow
« Reply #4 on: August 17, 2010, 12:34:14 am »

I suppose it's static bodies of water/magma and (modest) wind power for me, then.

Incidentally, will reducing the number of dwarves have a noticeable effect? I was thinking of going from 200 to 20.
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existent

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Re: The FPS mechanics of water flow
« Reply #5 on: August 17, 2010, 12:37:31 am »

I suppose it's static bodies of water/magma and (modest) wind power for me, then.

Incidentally, will reducing the number of dwarves have a noticeable effect? I was thinking of going from 200 to 20.
Yes, big time.

Dwarf pathfinding is one of the biggest FPS offenders. A low population (including animals) makes for a low fps.
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Trekkin

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Re: The FPS mechanics of water flow
« Reply #6 on: August 17, 2010, 12:41:21 am »

Perfect! I was planning on dropping the number anyway, since I tend not to use the vast majority of the dwarves in my fort.

I believe my FPS problems are solved. Many thanks.
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existent

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Re: The FPS mechanics of water flow
« Reply #7 on: August 17, 2010, 12:42:23 am »

I believe my FPS problems are solved. Many thanks.
You are welcome, brother. One last thing:

http://df.magmawiki.com/index.php/DF2010:Maximizing_framerate
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Trekkin

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Re: The FPS mechanics of water flow
« Reply #8 on: August 17, 2010, 12:59:42 am »

Thank you very much. In return, one last question:

Are the population cutoffs for sieges still in effect? The wiki states that a population 20 is sufficient to have a baron and I've not found any noble that needs more dwarves, but will having so few dwarves prevent me from being besieged?
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existent

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Re: The FPS mechanics of water flow
« Reply #9 on: August 17, 2010, 01:22:13 am »

Thank you very much. In return, one last question:

Are the population cutoffs for sieges still in effect? The wiki states that a population 20 is sufficient to have a baron and I've not found any noble that needs more dwarves, but will having so few dwarves prevent me from being besieged?
I'm not sure. My impulse is to say no, but I'm not positive.
Edit: is there a specific reason you want a baron?
« Last Edit: August 17, 2010, 01:40:13 pm by existent »
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