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Dwarf fortress fps spikes
Dwarf fortress fps spikes











dwarf fortress fps spikes

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.

dwarf fortress fps spikes

The primary reason it occurs is due to the system of checking lines of sight amongst ALL creatures in the entire game instance. 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:













Dwarf fortress fps spikes