Dwarf Fortress > DF Dwarf Mode Discussion
Stutters on 6x6 embark and larger
wuphonsreach:
Well, my old AMD Phenom Quad 9850 2.5GHz had: 4x128KB of L1, 4x512KB of L2 and 2MB of L3. But I never ran embarks larger then 4x5 (and once in a while 5x5).
I can't give you details on the new CPU (AMD FX 6100 hex-core, 3.3GHz, 6MB L2, 8MB L3), because I've only run a 4x5 embark. But I've had no issues with it. I'd have to try out a 6x6 or 7x7 on it this weekend to know for sure whether that's enough.
So you'd have to find data points where someone runs a 6x6 embark, has no issues, and has more L2/L3 cache then you do.
And the main thing that the older CPUs have in common is less L2/L3 cache, which is why I'm hypothesizing that this may be your issue with the 6x6 embark (assuming that you're not running out of RAM).
follower of nux:
well, that was some time ago..
anyway, my 1055t got as much, maybe a little bit more l2/l3 cache than most modern processors.
so i guess the whole cpu isnt suitable for this kind of problem
my i5 3210m can go to 6x7 without any of these issues until the late game.
im going to buy a haswell cpu in june (prolly 4570k or something) and comment on its performance on DF in general and that large embark hick ups issue.
until then, downwards!
bluephoenix:
I don't think it is the hardware.
It is most likely due to the fact that dwarf fortress is 32bit instead of 64 and there is a bottleneck somewhere.
So no matter how much money you stick into your computer, large embarks will always stutter a bit until like today said himself he "takes the plunge into 64 bit territory which will have to be done sooner or later".
mobucks:
I just experienced this exact problem from the OP after starting a 5x4 embark on a "thick" world I genned. Max (100) z-levels between cavern level 1 and ground level. Never had this problem before, and it was apparent immediately upon embarking.
I have a pretty old quad core, q9300 2.5ghz, 6bg ram, 64 bit vista. .EXE is large address enabled, high priority. Have played larger embarks without this issue, albeit on thinner worlds.
chris_strain:
--- Quote from: Quietust on July 16, 2012, 07:28:36 am ---Exceeding 216 tiles/z-level is insignificant, since map blocks themselves contain a lot more data than just tile types. Each 16x16 map block uses up 7560 bytes of memory, so a 6x6 embark would be using about 2.3 megabytes of RAM per Z-level. The main problem is likely the number of actual Z-levels present - if you're embarking in an island world (as is the default unless you use advanced worldgen) you've probably got a lot of Z-levels underground...
--- End quote ---
This is the answer to lot of the performance issues. The More zlevels you have after worldgen, then smaller the embark area you can handle before you hit issues. I used to gen somewhat shallow worlds and use 8x8 or 10x12 embarks. On deeper worlds I stick more to a 6x8 or 6x6 or else I start hitting fps issues.
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