But sometimes that's part of the challenge. Yes I have to compromise a little to do that. I can create and play for years, and it plays fine. I can load a fort I'd abandoned back then due to FPS death and it plays fine now. In fact it plays smoother now than it did in 2016/17 when it was at its worst in my games. DF Hack does a decent job of cleaning up stuff, and it's got better over the years. Turning off collapsing seems to help as well. ![]() I do limit population to 100 with max 10% children. Now I have a 9700K that spends most of the time I'm playing DF at about 4.8 Ghz. And as long as I wasn't a messy builder - it played fine. but ultimately this becomes a complex trade off of sync issues, memory copies, halted threads.ĭoc Clarke původně napsal:Jeepers - when I first played DF about 9 years ago I had a 2.5Ghz Pentium. zooming in of course allows you to reduce the amount of memory you need to process. This could actually end up being slower than single thread as it requires a memory copy. but now the world-gen thread isn't synced with the display thread! Multi-threading this means that you create a land mass, halt the world-gen thread so the display thread can read/copy the world-gen memory (this is a SLOW operation), then continue the world-gen thread while the display thread generates images. ![]() let's take world gen as an example, in one frame the world gen code will create a land mass and then a depiction of that landmass is generated on screen. ![]() I'm not certain you're aware of the issues of multi-threading. You can generate world from command line you know, right? So if you render zero, or disable rendering during world gen, then the world gen should be even faster. Meaning that rendering less makes the game faster. Now generate another world and zoom in all the way, it takes less than x seconds. If you generate a world, it takes x seconds.
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