![]() ![]() Now, open Dwarf Fortress again and see if the FPS issue would be resolved if lack of privileges was the issue. Press the Apply button and then the Enter key to save changes. You can prevent this by regularly trading away or atom smashing your trash items and not strip mining huge chunks of the map. Expand the Compatibility tab and click the Run as an administrator checkbox to enable it. Over time you may notice everything is getting slower and slower and you might think this is because you have too many dwarves, but really it's because you have too many items that are having temperature calculations run on them. So my last fortress was in a large world with a 5x5 embark and a waterfall, at 40 dwarfs I was getting pretty consistent 12 FPS, my current fortress is in a medium world, 4x4 and an arguably taller waterfall, almost 80 dwarfs, 30+ pets and I have yet to see it dip down bellow 45 FPS. It's a common misconception that pathing in general is the cause of lag. But I believe these specific instances have been address for the premium release. I have a beefy pc too but my fortress is kind of a sprawl cause its only my second fort and Im. my embark is the average size and my fps is shocking sometimes lol. Usually it involves pets trying to path through doors that they're not allowed to path through or a dwarf stuck in a tree somewhere. The world size doesnt affect FPS all that much as far as I know (embark size does) but it does affect the time it takes when saving. So, getting max FPS with 50 dwarves on a small embark isnt too weird. And then the number of actors (dwarves, animals, zombies, siege forces) that need to pathfind make a big difference. Typically if you're noticing an unusual amount of lag it's due to a particular pathing issue. The size of your world and embark size make a really big difference. I made a new mod free world for fps testing and immediately picked a 16x16 embark with a volcano and waterfall. But I guess this was a problem long time ago, havent played in many years.īad lag can be solved, by violent means :emofdr: For the particular combination of zoom, screen size and transparency levels used to measure these timings, each 'GFPS' costs about 0.57 'FPS'. Originally posted by Ragnaman:my only worry is if an area gets generated that causes low FPS, something happening on the map that you are unaware that is causing many cycles to be taken. ![]()
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