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Messages - Niseg

Pages: 1 ... 8 9 [10]
136
DF Gameplay Questions / Re: FPS questions
« on: March 01, 2011, 04:57:20 am »
Quote from: mareck link=topic=78576.msg2030524#msg2030524
*I am already smashing tons of finished goods and cloth, worth is nothing compared to metal statues and items.
* My world is covered in blood and dfhack does not seem to work with pheobus.
* Smashing extra siege stuff seems to work well (thiefs might look for the best item to take). I think the use of link lists and trees causes cache thrashing and the game performance might be more memory performance related than cpu performance.
* DFhack works fine with pheobus  version 5.2 also work with 31.19 (I have  modified /updated LNP for this version)  .You should also know that you should always pause your game when you do it and use unstuck app when the game freezes ( dfhack and other apps can cause game to halt). Some of the dfhack tools can be a major spoiler especially if you are as frustrated as me about metal scarcity.

Another thing you shouldn't do if you worry about FPS is (this is a real spoiler not an image):
Spoiler (click to show/hide)

I'm also overclocking  my Q6600 to 3.3Ghz( 367*9) which also improved bandwidth of 11.744GB/s instead of 8.5GB/s stock (38% improvement) I might revert to stock to see how it affects the game. I thought about OCing FSB  to 400 with a multiplier drop to 8 but I'm pretty close to my max memory bandwidth (12.8GB/s on DDR2-800Mhz).

The Intel i7/i5 series can reach much higher memory bandwidth which may explain how they manage to get higher performance on new processors:
- Nehalem 1333GT/s DDR = 32GB/s~ triple channel 21.3~GB/s dual channel
- Sandy bridge -  some of high-end processors have DDR3-1600MHz support and quad channel which can push memory bandwidth to 51.2GB/s . mainstream and low end seem to have same bandwidth as Nehalem but I've read it has better single core performance.


 

137
DF Gameplay Questions / Re: Deep, Deep Soil
« on: February 27, 2011, 11:59:56 am »

I recommend you pierce the aquifer in these stone-less ways;
.
.
I recommend you also stick with it through this.  It's a good learning experience. 

I agree!

 I  recently did my first successful aquifer piercing (the first attempt failed due to lack of layers). I tried the pump method and it went pretty slow and then I found there is a way down in another biome(one reason you can't find good many youtube videos on the subject)...

With the current world generator "Aquifer piercing" becomes one of the basic skills you need because it's really tough to find a metal rich embark without an aquifer .

There is one video I found on youtube which explains it well  but it's very long(22 minutes) so feel free to skip ahead.

All you need to do is this make a square (you pick a shape) "socket" (by channeling into aquifer ) and then drop a "plug"(big hunk of dirt that fits) on it. then you dig into it and build stairs. I had a minor side-effect of flooding the level I channeled the socket from but it was easily fixed with a single pump.

edit:added video link

138
DF Gameplay Questions / Re: Training Dwarfs
« on: February 24, 2011, 11:39:36 am »
If you are looking for purist ways you can also eradicate local wildlife .  I embarked in untamed wild so i get some crazy monkeys ,wolves and sometimes pumas to  practice on . Goblin sieges are also good practice (of the deadly kind)  but you should get a bunch of armor layers preferably steel alternately bronze (shield,chain mail,breastplate,helm,gauntlets,leggings ,boots,cloaks,robe  seem to work for me) before sending your army to chop them to bits( I prefer axes) . Take some time to carefully define your own uniform rather than going with stock uniforms .

Unarmored dwarfs tend to get nerve damage or limbs choped off which is super annoying but with decent armor they should do fine . Just get enough resources ,coffers, and beds for your hospital. I usually just ask for lye (for soap) from the liaison and then kill some animal for fat on delivery (make sure you have a kitchen) .Thread and  cloth and thread I usually get from caravans .

I admit I played this game for a while before engaging anything so When i did started fighting I took some "shortcuts" . I did noticed that designating dwarfs to train in a small room they tend to do it more often but i could be wrong. I think 31.18 is a better newbie version 19 is a few levels harder . I did quiet a few embarks untill I started getting the hang of it. I'm still fairly new to this game (but I'm addicted ;) ).

139
DF Gameplay Questions / Re: best material for a mace?
« on: February 24, 2011, 11:00:22 am »
so against armor it's hammers or what? personnaly my favorite weapon is adamantine swords, i love seing the limbs flying everywhere on the battlefield (am i weird or what?)
It's not weird my army is made out of Axedwarves that double as lumberjacks on peace time. I once saw 5 axers hit a troll at the same time and it literally exploded. Axers make a big mess but with d->b->d ,200 dwarfs and an atom smasher cleaning up isn't that bad. (my fps is 25-35 on 3X3)

140
Quickly returning to the original topic: Besides CPU and cache size/speed, wouldn't RAM frequency also be an important factor for DF? Its very easy to make the DF process take more than 1 GB of memory, so the difference between DDR2 and DDR3 should be noticeable.
I think getting the fastest memory or highest bandwidth would be a good idea provided that your CPU supports it ( I saw some of Intel cpu support upto 1333 and if that's true you'll gain nothing from plugging a 1600mhz or faster ram). I'm not sure about the internals of DF but if it's a cache thrashing program that uses a lot of pointers it may benefit from a higher  memory bandwidth and low latency would also be good but as far as i remember the effect of latency on other program is marginal (but they are not dwarf fortress).

DDR3 has a lower (half) internal clock speed as DDR2 so it saves a lot of energy but it's not necessarily faster(you thinking lower clock faster?!  think in parallel  ;) ). Due to it's lower internal clock its interface can be much faster . The latency of ddr3 may seem high but it's measured in clocks ( real clocks which are half the rating) which are usually higher in ddr3. A ddr3 1600Mhz with cas latency of 10 has the same latancy of ddr2 800mhz with cas latency of 5  and the ddr3 has lower latency overall (shorter data stage due to higher clock).

141
Having 2.6Ghz processor overclocked to 3.2Ghz means you get 20% improvement.
Equal to FPS increase from 20 to 25.
Not a great deal for the price of the whole system stability. I'd say its not perceptible at all.
My Q6600 is a 2.4Ghz processor stock  and running at 3.2GHz is 33.3% . I'm hoping that pushing up memory and fsb bandwidth would give me more gains than just raw CPU speed. It's not considered hard to OC a Q6600 to 3.6GHz on air cooling.  I'm not sure my gains are only from  raw cpu speed.

I did the math and found that my current memory bandwidth (fsb synced to ddr) is 10.656GB/s and pushing to 400mhz fsb (staying in sync with RAM) it would be at 12.8GB/s which is about  20% gain. I don't think going any farther would help because my DDR can only go  up to 800MHz.

I often wondered, is optical logic possible?
yes , an optical transistor kind of exist in some way or form (not sure about the specifics). You are better off getting IBM to make you a  Silicon Germanium x86 processor . IBM made a processor that can run at 350GHz at room temperature and they designed the processors for XBOX,PS3 and Wii but those are all PowerPCs (sort of an extended RISC) . There is still an issue on what you should use for RAM. DDR-sdram is a  cheap technology. You can ask IBM to make you a 1024 bit bus for DDR (instead of dual channel hex channel) and at DDR3-2000Mhz it would run at 256GB/s.
 

142
I haven't had time to measure  what affects the game the most but my guess is that it's link list driven memory processor which means it kinda kill cache performance( I could be wrong). I think your best bet is a big cache(might not help at all) and high bandwidth RAM with a predictive data prefetch on cpu (if such thing exists) . High number of operations per clock along with high clock speed may help.

Maybe sandy bridge i7 2500k or 2600k with dual channel or get one of the older one with triple channel . I do admit I didn't  look at CPU performance  for years since most games are more GPU centered .  I was generally satisfied with my 3 year old q6600 +9800gtx  until I started playing DF. Now I'm "backtracking" to Overclocking subjects. My next plan is ddr2@800Mhz fsb@400Mhz  and core@3.2GHz (using an 8X multiplier) to see .I'm currently using ddr@667 fsb@333 and core@3.3Ghz which isn't optimal(gave up memory bandwidth for FSB and cpu). I don't think my CPU can do 3.6GHz without some work and in the summer heat it would probably won't be stable.

Workstations based on server processors might be good for DF but they are usually more expensive than mainstream desktops. I am also clueless about DF performance on an AMD but I think Intel took the lead in performance per clock with their core architecture.

143
DF Gameplay Questions / Re: How to gen world with no aquifiers on coasts?
« on: February 21, 2011, 07:34:17 am »
I'm adding "fun" features gradually and 31.19 forced me to deal with aquifers which is not that bad. I recently used the pump method which can be a headache but not that hard - it's a new experience.

Yesterday I found a video that explains the "plug" method which is a cave in method an I hope i can get  it done right because I don't have enough layers for the "plug". This involves channeling a big shallow pit into the aquifer and then dropping a fitting  "plug" (big hunk of soil) on it.

In 31.19 it seems that all the "good" embarks have an aquifer in them and it's just another thing you have to deal with in the beginning . And after you find a good embark spot you find out that none has anvils and generate the map again   >:( . World gen is very problematic so an Aquifer seems like a minor problem. 

144
DF Gameplay Questions / Re: suddenly...doesn't work anymore!
« on: February 21, 2011, 07:16:19 am »
Yesterday I tried different things and managed to start a few games. I think this freezing bug is related to embark size. I successfully started a few embark with a "small" map but my original map which is a "smaller" map doesn't seem to work. It might be related to embark location.

Can some people try to make smaller/pocket embarks to see if they can reproduce this?  I'll try it again and send a bug report when I get home (if someone doesn't open one by then). The bug is black screen with music  playing and then the game freezes and I have to kill it .

145
DF Gameplay Questions / Re: suddenly...doesn't work anymore!
« on: February 20, 2011, 09:56:40 am »
I got a Q6600 2.4GHz  @3.3Ghz (OCed for obvious reasons) and 3.19 is crashing often while 3.18 is ok (have some crashes after saving sometimes).

I did managed to get one or two 3.19 games running at the begininng . My version is version is sort of a hybrid between LazyNewb 7.0 and the new version. I tried changing tileset with no effect. I usually get a black screen after I press enter in the Embark story. It might be that the LNP or I managed to corrupt the release in some way.

I'm going to try to generate world ,quit then start a game. I tried a few things to try and "fix" it  but I'm unsure what's causing it.

146
DF General Discussion / Re: The Ultimate DF Rig
« on: February 17, 2011, 11:26:49 am »
I got a fairly developed game I can play with but overclocking my q6600 from 2.4GHz to 2.8GHz ( tried to push it father but it blue screened ) and I got from about 25 to 35 fps but I may have done more things to improve fps .

I'm fairly well versed in run times and algorithms  because I work in the field. As far as  I know a common performance killer are linked lists... Links lists are a special case of a "tree" . Anything  that looks like a tree usually rely on dynamically allocated buffers which is randomly distributed  all over the ram will cause a lot of cache misses which would force your cpu to access ram more than it should . This game probably has some tree like structures and or classic hash tables (bucketed).  Still changing some data structure may help performance but it may not be enough.

The game also based on array searches which include item search and path searches. if you are searching on a flat plain (pathing )it's basically a 2d array search which is usually O(n) algorithm at worst  but if there are pointers involved it may be costly to visit each  spot (like getting designation ).

Considering the fact this game is generally a "memory processor" you might get an advantage from higher memory bandwidth  and bigger caches combined with a smaller map. Because it's also a cpu hog you may want to get the "fastest" cpu you can get which does as many Operations per clock as possible.

Turning this game into a multithreaded (more like a multi work queue oriented ) use multi core processors better but it might not be enough to boost performance if the game relies on cache performance killers like linked lists and trees . This may explain the fact that a large number of items slow the game down. It may cause dwarfs searching for an item closest to him traverse huge unsorted lists which would perform better if they were unsorted dynamic arrays.

Well I'm still new to this game but I share FPS death problem which motivate me to think about ways to improve my PC's performance.

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