![]() It has more in common with a heavy scientific simulation than it does a normal video game. What DF really, REALLY needs is several megabytes worth of processor cache. Just getting rid of coverings and a load of junk can make a hell of a difference. Run clean and cleanowned and autodump destroy all those tattered clothes and single bolt stacks that you inevitably end up with. Since the process is memory bound, not CPU bound (under most conditions), additional processors are not going to solve the problem (Especially since multicore CPUs have shared cache, and this means cache contention between threads.) Using compressed data structures might shift that a bit (Less overall data read or written to memory, and greater CPU involvement per data access, whould shift the bottleneck more toward CPU), but meh. Ive never reached full on FPS death, but when it gets low I usually clean the map with dfhack. If you are mining horizontally, you will similarly be warned of a 'damp stone' before breaching the aquifer. ![]() (all the materials used clog up the item vector something terrible, causing parse-time per game tick cycle to laaaaaaaag, and causing the drop in FPS.) Using magma casting to construct aboveground structure is not only more "Dwarfy", it also obviates a good deal of this issue, since terrain is not counted in the item vector. If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone and the digging job will be un-designated for that tile. ![]() This is especially notable when one tries to make an above-ground fortress using built constructions. Amassing a huge hoard of valuable swag in your fortress is what contributes most to FPS Death, as does the size of the creature vector (eg, number of creatures, living and dead, the game knows about on-site.) Thankfully DFHACK can clean up the creature vector, but item vector is still a major cause of concern. I am fairly sure it is because I dug down to the lava and I have all kinds of shit laying around my fortress from numerous mindflayer ambushes (Im playing Genesis mod). ![]() Item vector especially becomes a problem, as the game keeps track of every single green glass gem you construct, and where it gets placed, etc. Dwarf Fortress FPS Lag (question and philosophy) I have a fortress that I have been playing for awhile now but the FPS is down to around 20. This has been exhaustively researched on the main DF forums The bottleneck is how quickly data can get fed into and out of memory, and how large the memory structures get as the fortress gets older. ![]()
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