It's additional forever-checks getting put on top of already existing forever-checks that appears to be the issue and it reads as if those checks are not well-optimized as well. It's not a problem of the gradual accumulation of actions/events building up, it's the problem of, IMO and being a non-coder/non-programmer, one of slapping a lot of overhead on top of all those things that will not go away. "inevitable?" No, not in my admittedly unschooled opinion. (I currently have them off because I goofed in interpreting some mechanics and am correcting for that, but I don't expect terrible results unless I get 100s of besiegers, which. I've had raids with not much in terms of appreciable performance hits, but it was noticeable. My only performance issues are mouse-click detection at times where there's a good bit going on, visually, and the game is unpaused. But, I may have just used 4x4 since I try to use default values for benchmarking purposes. I can't recall, atm, but I may have also started in a 3x3 embark for the reasons noted - I tried to research a bit before starting a real playthrough. I run the game on a first-gen i7 (but a nice one), 8 gig RAM, a SCSI SSD (yeah, old), some relatively new'isher NVidia GPU that doesn't matter, and Win7Pro (old old). (And streams of DF isn't? No, of course not! :)) Why? I have no life and I'll put one up while eating dinner, because TV is mindless garbage. far, far, too many hours of gameplay streams. In fact, in all cases where I've seen gameplay hit with FPS death occurs, those variables are present. I have seen <1 fps results in streams where the player has three active, obvious, things going on: fungus/moss spreading once caverns are opened. IOW - All the stuffs.īecause, as soon as I saw people talking about issues, two mechanics came to mind that I've seen in other games that cause "problems." One is that there are real temperature mechanics, but I haven't had any wildfires, and another is tile-by-tile checks for things spreading in a game, like. I have multiple taverns/dining halls, temples, guilds, etc, a large production floor, bedrooms, farms, stockpiles full of clothing/items/armor. I have a Mountainhome, 221 citizens, at least a hundred visitors and animals, plus whatever else is wild and currently active. Hopefully we will be seeing some optimization to this portion of the code in the near future. So I would guess that you have opened a ton of cavern area or have a lot of creatures present on the map all the time in general, and that's the cause. The truth is that FPS death is not a matter of multithreading pathfinding or anything like that, it's a combination of just about everything in there.Ģ0% of total CPU usage is massive for one single algorithm in a whole executable. This is compared to the largest cause, one whose contribution to total CPU usage actually grows faster than pathfinding and one that is still the slowest thing in early game: units checking other units for line-of-sight/proximity checks (running away from hostiles etc), which is more like 20%. Pathfinding happens so rarely that my profiling has shown it contributes to about 6% of an individual tick's processing time. They have to do this to be able to know exactly when things see each other, so even creatures down in the caves nowhere near your dwarves are still checking to see if your dwarves can see them, and vice versa. The primary reason it occurs is due to the system of checking lines of sight amongst ALL creatures in the entire game instance. Dig down into the first cavern layer and scout around, it's not too dangerous.You guys should take a read through this thread which was started by the new programmer that will be working on the game, Putnam, as a result of their profiling the performance of the game: It's best to activate their more obscure skills as needed.ĭig a starting base in the earth, set up a dormitory and rudimentary farming and go from there. Many will be useless eaters only good for hauling. Use Dwarf Therapist to set jobs for your dudes and especially to check migrants for their skills. That said, anvils and wood can be hard to come by in some situations. This will leave you breathing room for more stuff, you'll figure out what's useful and what isn't. Leader type with a bit of first aid skill and speaking Two growers, one with cooking, one with brewing You can theoretically start with 7 unskilled idiot dwarves but for beginners I recommend you bring The controls are for the most part perfectly understandable and labeled (except maybe the military). Joking aside it comes with good tilesets and Dwarf Therapist, the latter is extremely useful. Use the Lazy Noob Pack because that's what you are. The difficulty of DF is overrated anyway, you will quickly discover ways to game the system (and that's fine).
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