Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Salvaging FPS  (Read 2510 times)

DukeOfVandals

  • Bay Watcher
  • Diabeetus makes you sleepy.
    • View Profile
Salvaging FPS
« on: October 23, 2010, 05:30:11 am »

My FPS is finally getting around 10.

Usually my fort meets some sort of horrible end by now, I've never had it get this far without Fun of some sort.

I know about atom-smashing and butchering, my question is:

Now that I'm already at this point in my fps, will it really help? Is there ANYTHING I can do to salvage FPS or is it pretty much over?
Logged

Tsarwash

  • Bay Watcher
    • View Profile
Re: Salvaging FPS
« Reply #1 on: October 23, 2010, 05:45:02 am »

You can wall off larger area's of your fort that you don't need to use. A major killer of FPS is dwarf (and animal) pathfinding. Giving the dwarves less options to find their goal can actually help quite a lot. If you have mined out veins near to your stairways that are unused now, walling them off can help a surprising amount.

Also. Kill. All. Kittens.


oh, yeah, you know that. One other thing is not to have liquid moving of course. any liquid of less than 7 depth will slow the FPS. Fill pools that are less than this. If desparate, turn off Temperature and Weather in the INIT file. Be warned if you need to turn them on again.
Logged
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.

orbcontrolled

  • Bay Watcher
    • View Profile
Re: Salvaging FPS
« Reply #2 on: October 23, 2010, 06:41:08 am »

If you're on windows and playing with a full screen, try turning off "Keep the taskbar on top of other windows". It usually gives me 20-30 more FPS when I do that. I'm sure it depends on the specifics of your system, but worth a try.
Logged

doctorspoof

  • Bay Watcher
  • [FIREBREATH]
    • View Profile
Re: Salvaging FPS
« Reply #3 on: October 23, 2010, 10:32:42 am »

I'm sure someone mentioned that forbidding all useless junk lying around helps too.

And cage all animals. Preferably in one cage :)
Logged
The best way to avoid tantrum spirals is to make sure no-one lives long enough to make any friends.

Halnoth

  • Bay Watcher
  • Plan for the Worst. Hope for the Best. Have Fun!
    • View Profile
Re: Salvaging FPS
« Reply #4 on: October 23, 2010, 11:59:01 am »

Forbiding doors works for fps too. For instance I had an entire wing of my last megaproject which was just cool stuff like astronomy tower, library, etc I simply locked the door to the wing and got a solid 15 fps out of it.
Logged
One of the dwarfs walked in front of Thor to get a better view of the prye, and Thor kicked him irritably into the middle of the flames, which made Thor feel slightly better and made all the dwarfs feel much worse.

Cloth Armor Mod http://www.bay12forums.com/smf/index.php?topic=158967.msg7063531#msg7063531

DukeOfVandals

  • Bay Watcher
  • Diabeetus makes you sleepy.
    • View Profile
Re: Salvaging FPS
« Reply #5 on: October 23, 2010, 01:43:06 pm »

You can wall off larger area's of your fort that you don't need to use. A major killer of FPS is dwarf (and animal) pathfinding. Giving the dwarves less options to find their goal can actually help quite a lot. If you have mined out veins near to your stairways that are unused now, walling them off can help a surprising amount.

Also. Kill. All. Kittens.


oh, yeah, you know that. One other thing is not to have liquid moving of course. any liquid of less than 7 depth will slow the FPS. Fill pools that are less than this. If desparate, turn off Temperature and Weather in the INIT file. Be warned if you need to turn them on again.

Time to wall off the caverns.
Logged

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Salvaging FPS
« Reply #6 on: October 23, 2010, 03:16:51 pm »

A few suggestions:

1.  Reduce the number of active creatures on the map by caging or killing things.

2.  Reduce the area available to those creatures by e.g. dumping animals in a 1x1 square, locking the fort's exterior doors, and so forth.

3.  Reduce the number of items on the map.  Destroy any junk you find laying around via atom smashing, chasming (all but impossible these days without hacking the map or performing epic feats), trading, or magma (provided the items in question will burn or melt).  This is, to my knowledge, one of the biggest FPS drains in the game.

4.  Simplify pathfinding by adding more stairs/ramps, fixing or removing dead ends, and so forth.  I don't know how the pathfinding algorithm works, but I suspect that more direct paths improve performance.
« Last Edit: October 23, 2010, 03:19:08 pm by Earthquake Damage »
Logged

DukeOfVandals

  • Bay Watcher
  • Diabeetus makes you sleepy.
    • View Profile
Re: Salvaging FPS
« Reply #7 on: October 23, 2010, 03:22:04 pm »

A few suggestions:

1.  Reduce the number of active creatures on the map by caging or killing things.

2.  Reduce the area available to those creatures by e.g. dumping animals in a 1x1 square, locking the fort's exterior doors, and so forth.

3.  Reduce the number of items on the map.  Destroy any junk you find laying around via atom smashing, chasming (all but impossible these days without hacking the map or performing epic feats), trading, or magma (provided the items in question will burn or melt).  This is, to my knowledge, one of the biggest FPS drains in the game.


I've begun most of that. Got my FPS up to 16 now, mostly by throwing goblinite into my magma pit that I had reserved for captured goblins.

All of my caravans, even the elves, love me because I'm trading them goblinite at ridiculous discounts just to take it away.

Killing animals appears to be the most time consuming, since I have to wait on my butcher. Maybe I'll get another butcher's shop up and running.



Question about landscape: If I start leveling off huge sections of the map and atom-smashing any rock produced from that, will the smaller net area available for pathfinding save me any FPS? I am on a semi-hilly map and was thinking about leveling it out to be mostly flat, and wondered if it would net any FPS gain.
Logged

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Salvaging FPS
« Reply #8 on: October 23, 2010, 03:27:55 pm »

Question about landscape: If I start leveling off huge sections of the map and atom-smashing any rock produced from that, will the smaller net area available for pathfinding save me any FPS? I am on a semi-hilly map and was thinking about leveling it out to be mostly flat, and wondered if it would net any FPS gain.

I doubt hills matter very much unless they're riddled with tunnels.  Probably wouldn't hurt, though.

Oh, and RE goblinite and other junk, check the Stocks page.  If you see any category with thousands of items, consider paring it down.  Also, I'm pretty sure the count includes items used in buildings and constructions.  So an aboveground fort with lots of constructed walls/floors will have a lot more items on the map than an equally clean subterranean fort with natural walls.
Logged

DukeOfVandals

  • Bay Watcher
  • Diabeetus makes you sleepy.
    • View Profile
Re: Salvaging FPS
« Reply #9 on: October 23, 2010, 03:49:34 pm »

Mostly below-ground, though I had to put up some extensive walls due to goblins.

Stocks screen is great, I TOTALLY forgot about it.

Duke cancels respond to thread: interrupted by stocks screen.
Logged

Ricky

  • Bay Watcher
  • Ancient Wizard Dance.
    • View Profile
Re: Salvaging FPS
« Reply #10 on: October 23, 2010, 05:44:37 pm »

dont melt/dissovle/boil rocks

ive done it alot before and from what ive seen it makes your FPS worse.

i believe boiling rocks makes a layer of bauxite film on everything, essentially making the fps worse. much worse.
Logged
Ah, I wish I had been lucky enough to be scum.
I'd make such great scum...

synkell

  • Bay Watcher
    • View Profile
Re: Salvaging FPS
« Reply #11 on: October 24, 2010, 02:14:45 am »

Does hiding the darn things work?
Logged

jei

  • Bay Watcher
    • View Profile
Re: Salvaging FPS
« Reply #12 on: October 24, 2010, 03:13:25 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...
Logged
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

  • Bay Watcher
    • View Profile
Re: Salvaging FPS
« Reply #13 on: October 24, 2010, 03:20:40 am »

Does hiding the darn things work?
I tried it kinda, and I don't think so. And I don't think mass-forbidding stones works either.
« Last Edit: October 24, 2010, 04:21:38 am by jei »
Logged
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.

Shrugging Khan

  • Bay Watcher
    • View Profile
Re: Salvaging FPS
« Reply #14 on: October 24, 2010, 08:19:19 am »

I like the idea of walling off unnecessary parts of the fortress. Ancient, forgotten ruins, left to be rediscovered by the next generation... 8)
Logged
Not a troll, not some basement-dwelling neckbeard, but indeed a hateful, rude little person. On the internet.
I'm actually quite nice IRL, but you people have to pay the price for that.

Now stop being distracted by the rudeness, quit your accusations of trollery, and start arguing like real men!
Pages: [1] 2