v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.34:Maximizing framerate
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 20: | Line 20: | ||
** The obvious solution is not to generate so many items in the first place. Don't build such large [[Farming|farm plot]]s and don't go overboard with multiple [[Workshop|workshops]] constantly queued or set on perpetual repeat. | ** The obvious solution is not to generate so many items in the first place. Don't build such large [[Farming|farm plot]]s and don't go overboard with multiple [[Workshop|workshops]] constantly queued or set on perpetual repeat. | ||
** Bugs related to [[clothing]] used to make it a real FPS drain. Recent bug fixes, such as {{bug|3942}}, have improved the situation drastically. But checking for clothing [[wear]] and unhappy [[thoughts]] could still have some impact on FPS. (Research is needed.) As of [[Release information/0.34.11|0.34.11]], armor counts for missing clothing thoughts. So dwarves can wear armor instead of clothes or going naked. If nothing else, dumping excess/worn out clothing may help FPS on an old fortress. | ** Bugs related to [[clothing]] used to make it a real FPS drain. Recent bug fixes, such as {{bug|3942}}, have improved the situation drastically. But checking for clothing [[wear]] and unhappy [[thoughts]] could still have some impact on FPS. (Research is needed.) As of [[Release information/0.34.11|0.34.11]], armor counts for missing clothing thoughts. So dwarves can wear armor instead of clothes or going naked. If nothing else, dumping excess/worn out clothing may help FPS on an old fortress. | ||
− | ** Use a [[Dwarven Atom Smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away | + | ** Use a [[Dwarven Atom Smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away. |
** [[Exploit#Quantum_stockpiles|Quantum stockpiles]] can [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 reportedly] improve game speed. | ** [[Exploit#Quantum_stockpiles|Quantum stockpiles]] can [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 reportedly] improve game speed. | ||
** The quantity of items in any particular stack doesn't effect framerate so much as the number of stacks in general, due to the resultant impact on [[hauling]], [[stockpiles]], [[pathfinding]] and other CPU-intensive tasks. The research done on the [http://www.bay12forums.com/smf/index.php?topic=92241.0 Undump Engine] and [http://www.bay12forums.com/smf/index.php?topic=109319.0 Micha's experimental fort] demonstrate very FPS efficient solutions, while avoiding traditional stockpiles and the use of [[barrel]]s and [[bin]]s. | ** The quantity of items in any particular stack doesn't effect framerate so much as the number of stacks in general, due to the resultant impact on [[hauling]], [[stockpiles]], [[pathfinding]] and other CPU-intensive tasks. The research done on the [http://www.bay12forums.com/smf/index.php?topic=92241.0 Undump Engine] and [http://www.bay12forums.com/smf/index.php?topic=109319.0 Micha's experimental fort] demonstrate very FPS efficient solutions, while avoiding traditional stockpiles and the use of [[barrel]]s and [[bin]]s. |