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Author Topic: Salvaging FPS  (Read 2502 times)

Tsarwash

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Re: Salvaging FPS
« Reply #15 on: October 24, 2010, 08:38:12 am »

Time to wall off the caverns.
Or just build doors and forbid them to all.
Kill & stop everything that walks or flows.
Destroy any and all objects you don't really need.

I wish there were good ways to stop overproduction.
I got over 13,000 food due to butchering everything...
Sell the food.
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On the left a cannon which shoots dwarf children into the sun, on the right, a massive pit full of magma charred dwarfs and elves.

Charredbridge

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Re: Salvaging FPS
« Reply #16 on: October 24, 2010, 08:45:00 am »

I have had significant (10 FPS) jump in the past by deleting both gamelog.txt and errorlog.txt.  I think that as these files get larger just opening, appending into them, and then closing them makes the game run slower.
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jei

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Re: Salvaging FPS
« Reply #17 on: October 24, 2010, 11:50:57 am »

I just lost half my 120 dorfs to FB poison. No FPS change whatsoever. Still at 9.

Edit: I should also mention that about 70 war elephants, war dogs and tigermen died during this time, meaning practically all free animals not in cages.
« Last Edit: October 24, 2010, 11:59:36 am by jei »
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Engraved on the monitor is an exceptionally designed image of FPS in Dwarf Fortress and it's multicore support by Toady. Toady is raising the multicore. The artwork relates to the masterful multicore support by Toady for the Dwarf Fortress in midwinter of 2010. Toady is surrounded by dwarves. The dwarves are rejoicing.

jei

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Re: Salvaging FPS
« Reply #18 on: October 24, 2010, 11:53:44 am »

I have had significant (10 FPS) jump in the past by deleting both gamelog.txt and errorlog.txt.  I think that as these files get larger just opening, appending into them, and then closing them makes the game run slower.
I did, no change in FPS(9). (My FPS is usually 150ish at start.)

FWIW: Removing temperature, economy and weather doubled the FPS to 20.
« Last Edit: October 24, 2010, 11:56:55 am by jei »
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Engraved on the monitor is an exceptionally designed image of FPS in Dwarf Fortress and it's multicore support by Toady. Toady is raising the multicore. The artwork relates to the masterful multicore support by Toady for the Dwarf Fortress in midwinter of 2010. Toady is surrounded by dwarves. The dwarves are rejoicing.

lastrix

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Re: Salvaging FPS
« Reply #19 on: October 24, 2010, 12:11:15 pm »

1) Don't remove entire levels ( game become worse even if you don't have any access to that level and only few levels opened ).

2) Dropping something to magma ( or semimolten rock ) slowdowns your pc, still don't know why and HOW????

3) And sure, construction are sux, if you want good-shaped obsidian castle, build a walls, then pump water and magma to top, and create your castle from complete obsidian =) After that you may deconstruct your walls ( at least 2-3 levels shouldn't slowdown you much ).

4) SELL EVERYTHING!!!!! destruction doesn't work as expected. Yeah, you'll have huge problems with stones, since they are very massive, try to make blocks. Selling blocks is fun! =)

5) As an extremely variant, you may set your map to 39 levels over all ( +1 to -38 ). This also increases FPS a little and reduces amount of stones.
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jei

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Re: Salvaging FPS
« Reply #20 on: October 24, 2010, 02:09:36 pm »

2) Dropping something to magma ( or semimolten rock ) slowdowns your pc, still don't know why and HOW????

What I'm wondering is why doesn't the game get any FPS back even though most of my 120 dorfs and 190 animals are dead.
Everyone says path finding takes most CPU, but if this were true, shouldn't the FPS increase rapidly as there are less and less
pathfinding animals and dwarves on the map?

Or do they still roam around as ghosts?
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Engraved on the monitor is an exceptionally designed image of FPS in Dwarf Fortress and it's multicore support by Toady. Toady is raising the multicore. The artwork relates to the masterful multicore support by Toady for the Dwarf Fortress in midwinter of 2010. Toady is surrounded by dwarves. The dwarves are rejoicing.

lastrix

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Re: Salvaging FPS
« Reply #21 on: October 24, 2010, 02:54:29 pm »

May be that list of dead dorfs is not for just being?
Pathfinding for dead dorfs :D

Anyway, yes, i also noted this thing. Even if you kill everyone you won't get you fps back.
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jei

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Re: Salvaging FPS
« Reply #22 on: October 24, 2010, 03:04:16 pm »

May be that list of dead dorfs is not for just being?
Pathfinding for dead dorfs :D
Anyway, yes, i also noted this thing. Even if you kill everyone you won't get you fps back.
However, siege and ambush goblins take some FPS that does return almost always by killing them.

It seems like every dorf takes a piece of FPS with them to the grave.
Limiting area and population seems the best way to run a long fortress game.
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Engraved on the monitor is an exceptionally designed image of FPS in Dwarf Fortress and it's multicore support by Toady. Toady is raising the multicore. The artwork relates to the masterful multicore support by Toady for the Dwarf Fortress in midwinter of 2010. Toady is surrounded by dwarves. The dwarves are rejoicing.

Felix the Cat

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Re: Salvaging FPS
« Reply #23 on: October 24, 2010, 04:24:48 pm »

Use the pathfinding designations liberally.

Going into d_init and changing the normal pathfinding weight to 1 improves FPS at the cost of losing the possibility of setting high-traffic zones. When I did this and set low and restricted traffic areas sensibly it gave me a nice 25 FPS jump on even a small fort.

Use ramps instead of stairs.

Disable HFS. Reduce the number of underground cavern areas in world init.
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Earthquake Damage

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Re: Salvaging FPS
« Reply #24 on: October 24, 2010, 04:42:20 pm »

Use the pathfinding designations liberally.

Going into d_init and changing the normal pathfinding weight to 1 improves FPS at the cost of losing the possibility of setting high-traffic zones. When I did this and set low and restricted traffic areas sensibly it gave me a nice 25 FPS jump on even a small fort.

I don't see why reducing the weight would improve performance.  By default, every tile has the same (i.e. Normal) weight.  So the pathfinding algorithm doesn't have to worry about finding "shorter" paths around high-cost tiles or anything.  Liberal use of weights with vastly different costs (e.g. Normal vs Restricted) should hurt performance, but I don't see why there'd be a difference between everything being Normal and everything being High (so long as "everything" includes literally every tile).
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