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Author Topic: FPS for great science.  (Read 1358 times)

bluelang

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FPS for great science.
« on: March 21, 2011, 01:26:59 pm »

Generating 129x129 map with 1 cave level - doubled FPS.

Walling off and forbidden-dooring all large tree farms - no real effect.
Atom smashing stone - no real effect.

Everything you normally hear to do - set paths, wall crap off, smash stone, kill all the animals - has never had more than 1-2 FPS effect for me. But generating a 3x3 world with 1 cave level - which also means a very shallow world - has me rocking 40FPS at 90 dorfs. I would normally struggle to maintain 20.

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Girlinhat

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Re: FPS for great science.
« Reply #1 on: March 21, 2011, 01:28:16 pm »

What numbers are these?  What's a 129x129 world?  What's a 3x3?

Urist Imiknorris

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Re: FPS for great science.
« Reply #2 on: March 21, 2011, 01:32:03 pm »

129x129 = MEDIUM world
3x3 = I don't know. Probably 33x33, which == SMALLER world
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bluelang

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Re: FPS for great science.
« Reply #3 on: March 21, 2011, 01:34:23 pm »

3x3 embark.
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Girlinhat

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Re: FPS for great science.
« Reply #4 on: March 21, 2011, 01:37:27 pm »

Now, how much stone were you atom-smashing?  I once attempted to cave-in a whole layer, and digging out the entire layer with one overworked miner resulted in a LOT of loose stone and pathing area, and caused a lot of lag.  This was a 3x3, around 3/4 of the level before I became bored with the fort, so ~15,000 pieces of stone and ore were generated in the course of ~2 years.

bluelang

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Re: FPS for great science.
« Reply #5 on: March 21, 2011, 02:40:39 pm »

~5,000 stone + tons of goblinite at a go. Zero effect. I'm in year 4 now of collecting every piece of stone I mine into a single pile to AS, but, seriously... I don't think it's going to have any effect.

I suspect that the net volume of your embark is the #1 driver of FPS.
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Urist Imiknorris

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Re: FPS for great science.
« Reply #6 on: March 21, 2011, 02:42:55 pm »

Well, more tiles means more work for thepathfinding algorithm, and pathfinding is one of the largest drains on framerate in the game.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Girlinhat

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Re: FPS for great science.
« Reply #7 on: March 21, 2011, 02:43:45 pm »

I wonder how age itself changes FPS...  It might be worthwhile to run a fort with no parent civ (change the raws for a max age of 2, gen world, reset age limit) then let the fort run with no invaders.  It should never pause the game, and let it run through endless time, as long as there's a farm and river.

bluelang

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Re: FPS for great science.
« Reply #8 on: March 21, 2011, 02:46:40 pm »

Well, more tiles means more work for thepathfinding algorithm, and pathfinding is one of the largest drains on framerate in the game.

I was thinking about this last night. I wonder if a neighbor algorithm would help out here. Since every actor in an area takes an identical path to a point, you could save a lot of cycles asking "am i near someone who has a path to where i want to go?" and then following them as long as they have a path.

I wish DF were open source. :(
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Uristocrat

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Re: FPS for great science.
« Reply #9 on: March 21, 2011, 02:54:05 pm »

Well, more tiles means more work for thepathfinding algorithm, and pathfinding is one of the largest drains on framerate in the game.

I was thinking about this last night. I wonder if a neighbor algorithm would help out here. Since every actor in an area takes an identical path to a point, you could save a lot of cycles asking "am i near someone who has a path to where i want to go?" and then following them as long as they have a path.

I wish DF were open source. :(

Sometimes it's not obvious which tradeoffs actually speed things up, either.  But we have some nice lag fixes coming in the next release, so I'm sure Toady will manage something :)
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Girlinhat

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Re: FPS for great science.
« Reply #10 on: March 21, 2011, 02:54:47 pm »

Crutches, ammo, and ghosts.  The next release is going to be orgasmic...

ZCM

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Re: FPS for great science.
« Reply #11 on: March 21, 2011, 04:20:51 pm »

I really want to see a profiler report of DF to see where it's actually spending the time.
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bobhayes

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Re: FPS for great science.
« Reply #12 on: March 21, 2011, 05:02:09 pm »

Crutches, ammo, and ghosts.  The next release is going to be orgasmic...

You should probably date more. The local community has probably forgotten about the lever incident.
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Girlinhat

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Re: FPS for great science.
« Reply #13 on: March 21, 2011, 05:15:47 pm »

Nah, I still get a few angry letters every week.  The death threats aren't as common, so that's good at least!  But jeeze, one good magma eruption and EVERYONE paints you the bad guy!

bobhayes

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Re: FPS for great science.
« Reply #14 on: March 21, 2011, 05:36:58 pm »

Nah, I still get a few angry letters every week.  The death threats aren't as common, so that's good at least!  But jeeze, one good magma eruption and EVERYONE paints you the bad guy!

God, people are such whiners. Do they thank you for cleaning up all the corpses? No. Do they thank you for cycling a bunch of useless cheesemakers so that your town has a chance of attracting a master weaponsmith? No. It's all about the negatives with these people.
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