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Editing v0.34:Maximizing framerate

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* Larger embark sites dramatically increase the amount of terrain which DF needs to keep track of and path through.
 
* Larger embark sites dramatically increase the amount of terrain which DF needs to keep track of and path through.
 
** Reducing the size of your embark site from the default 4x4 squares to 3x3 or even 2x2 will have an enormous impact on FPS.  Keep in mind that a 2x2 embark is only 25% of the size of a 4x4.
 
** Reducing the size of your embark site from the default 4x4 squares to 3x3 or even 2x2 will have an enormous impact on FPS.  Keep in mind that a 2x2 embark is only 25% of the size of a 4x4.
** The [http://www.bay12forums.com/smf/index.php?topic=21601.0 Nano Fortress] utility will let you play on a 1x1 title, which will result in exceptionally improved frame rate.
 
 
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground [[crop|plants]], and 2 caverns to get all the underground [[tree]]s.
 
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground [[crop|plants]], and 2 caverns to get all the underground [[tree]]s.
 
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.
 
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.
 
** 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. (Pasturing pets into the atom smasher can also reduce pathfinding significantly).
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** 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.
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* Bug fixes for [[clothing]] (such as {{bug|3942}}) have reduced clothing-related FPS issues. But constantly-growing piles of cast-off clothes, and checking for clothing [[wear]] and unhappy [[thoughts]] still have some impact on FPS.
 
* Bug fixes for [[clothing]] (such as {{bug|3942}}) have reduced clothing-related FPS issues. But constantly-growing piles of cast-off clothes, and checking for clothing [[wear]] and unhappy [[thoughts]] still have some impact on FPS.
 
** One could [[Modding_guide|modify]] clothing to prevent [[wear]]. (This would require a [[DF2012:World_generation|world regen]].) This can be done by adding an [[DF2012:Armor_token|ARMORLEVEL:1]] token. Aside from a possible FPS gain, this has other benefits as well. This fix is part of the [[DF2012:List_of_mods#Modest_Mod|Modest Mod]] as an optional "Eternal Fashion module". It might also be found in other mods which are based around Modest Mod. (Search the [http://dffd.wimbli.com/ DFFD] for "Modest".) Also, [[DF2012:List_of_mods#Masterwork_Dwarf_Fortress_.28MDF.29|Masterwork Dwarf Fortress]] allows the creation of metal clothing.
 
** One could [[Modding_guide|modify]] clothing to prevent [[wear]]. (This would require a [[DF2012:World_generation|world regen]].) This can be done by adding an [[DF2012:Armor_token|ARMORLEVEL:1]] token. Aside from a possible FPS gain, this has other benefits as well. This fix is part of the [[DF2012:List_of_mods#Modest_Mod|Modest Mod]] as an optional "Eternal Fashion module". It might also be found in other mods which are based around Modest Mod. (Search the [http://dffd.wimbli.com/ DFFD] for "Modest".) Also, [[DF2012:List_of_mods#Masterwork_Dwarf_Fortress_.28MDF.29|Masterwork Dwarf Fortress]] allows the creation of metal clothing.
 
* Some mods have been created specifically to improve performance. They often reduce and standardize materials (like leather and bone) and may reduce the types of clothing available to control item count (especially for invaders).
 
** [http://www.bay12forums.com/smf/index.php?topic=117954.0 Accelerated Dwarf Fortress] for v0.34.11
 
  
  
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*{{DFtext|autodump|white}} Useful for mass dumping or destroying items. Use {{DFtext|help autodump|white}} for options.
 
*{{DFtext|autodump|white}} Useful for mass dumping or destroying items. Use {{DFtext|help autodump|white}} for options.
*{{DFtext|cleanowned|white}} Confiscates and dumps garbage owned by dwarves. Use {{DFtext|help cleanowned|white}} for options. Can cause unhappy thoughts if no replacement clothing is available.
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*{{DFtext|cleanowned|white}} Confiscates and dumps garbage owned by dwarfs. Use {{DFtext|help cleanowned|white}} for options. Can cause unhappy thoughts if no replacement clothing is available.
 
*{{DFtext|clean|white}} and {{DFtext|spotclean|white}} Removes contaminants from tiles/units/items or one tile. {{bug|296}}{{bug|1750}}{{bug|3270}} Use {{DFtext|help clean|white}} for options.
 
*{{DFtext|clean|white}} and {{DFtext|spotclean|white}} Removes contaminants from tiles/units/items or one tile. {{bug|296}}{{bug|1750}}{{bug|3270}} Use {{DFtext|help clean|white}} for options.
 
*{{DFtext|flows|white}} Counts map blocks with flowing liquids, which slow the game down.
 
*{{DFtext|flows|white}} Counts map blocks with flowing liquids, which slow the game down.

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