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IDProjectCategoryView StatusLast Update
0007119Dwarf FortressDwarf Mode -- Embark/Setuppublic2015-01-20 11:13
Reportervomov Assigned Tolethosor  
PrioritylowSeverityminorReproducibilityalways
Status resolvedResolutionunable to reproduce 
PlatformWindowsOS Version8.1, x64 
Product Version0.40.02 
Summary0007119: Excruciatingly slow, for no apparent reason
DescriptionThis is my second attempt at a fort, and the second time the fort became excruciatingly slow (10fps) BEFORE the first migrant wave. I've not opened any caverns, but am getting cave moss for some reason. Since this has not happened before (I usually have 7*7 embarks with >100 dwarfs and moving water with 40-60fps), and this is the second time this happened, I'm starting to wonder if this is a bug. Could anyone confirm?

Save: http://dffd.wimbli.com/file.php?id=8904
Steps To Reproduce1) load the save
2) see the fps-ticker
TagsNo tags attached.

Relationships

related to 0006549 new Fortress unretirement causes lag / slowness with military usage 

Activities

user6

2014-07-12 09:13

  ~0025981

By "second attempt" do you mean you un-retired or reclaimed it?

vomov

2014-07-13 00:40

reporter   ~0026095

Completely new Fort, same world. I usually maintain copies of a world, and backups of my saves.

eliotcougar

2014-07-15 15:27

reporter   ~0026546

Last edited: 2014-07-15 15:28

Well... I did the same on my own - played a fort, lost it by having a gobbo siege and opening a circus simultaneously... The game went to 1-2fps on a 3.5GHz Core i5... There were approximately 65 hostile units, including clowns... LOL

After that I've settled a fort right adjacent to the one with clowns to see if they are able to migrate from one part of the world map to the other...

I've noticed the same symptoms you describe here: cave moss grows inside even before any caves were opened, and fps is much lower than in the first fort... I get 180+fps on a fresh embark and less than 100fps on the "second fort" on the same map (NOTE: the same 16x16 tile of the world map), same biome, same river...

thvaz

2014-07-15 15:43

reporter   ~0026547

Maybe its related with the overpopulation Toady fixed today...I got one world with one billion humans...look at the populations of this world.

vomov

2014-07-16 04:41

reporter   ~0026611

Just checked, and there is an abandoned fort very close by, so that might have something to do with it. A fort in another area does not seem to have the same problem, even if I up the size to 7x7 and invite the circus to town (40fps after the clown act starts).

thvaz

2014-07-16 05:06

reporter   ~0026613

But there is some race with population above 1 million?

vomov

2014-07-16 05:55

reporter   ~0026620

Last edited: 2014-07-16 05:55

Populations according to legends export:
231132 Dwarves
202419 Humans
35382 Elves
235927 Goblins
1945 Kobolds
Total: 706805

Near one million individuals, which seems like quite a lot, but is not close to the astronomical numbers as caused by the population bug Toady the Great fixed.

Edit: typo

thvaz

2014-07-16 07:27

reporter   ~0026629

What is the size of the world? Worlds above small aren't working very well. Toady recommended to not play in them until he does some optimization.

vomov

2014-07-16 09:44

reporter   ~0026640

I don't think I messed with the standard settings, so it should be on 'medium'. I'm not sure if that has anything to do with the fort slowing down, though...

The existence of cave moss and the abandoned fort in the same region might be indicative of something spilling over from fort-to-fort. Also, the detail that a new fort in another region, but the same world, does not experience the extreme slowing down, does also indicate it is likely it is somewhat region-based.

thvaz

2014-07-16 09:45

reporter   ~0026641

Now the events of the world are played in real time. As a medium world has many things happening, it slows downs your fps at fortress mode. This is known. Try to play at small worlds for a while.

vomov

2015-01-20 08:11

reporter   ~0032012

This has been quite some time ago, and I think this issue can be 'closed'. I've not seen the same behaviour in the latest version (0.40.24). I abandoned a fort after breaching the cavern, started a new fort right next to it, and didn't see the massive slowdown.

lethosor

2015-01-20 11:13

manager   ~0032015

Yeah, there have been a number of performance improvements since then (e.g. 0.40.05). Since this save isn't compatible with recent versions of DF, it would be best for specific performance-related issues to be reported separately.

Issue History

Date Modified Username Field Change
2014-07-12 00:59 vomov New Issue
2014-07-12 09:13 user6 Note Added: 0025981
2014-07-12 09:13 user6 Assigned To => user6
2014-07-12 09:13 user6 Status new => feedback
2014-07-12 09:13 user6 Relationship added related to 0006549
2014-07-13 00:40 vomov Note Added: 0026095
2014-07-13 00:40 vomov Status feedback => assigned
2014-07-15 15:27 eliotcougar Note Added: 0026546
2014-07-15 15:28 eliotcougar Note Edited: 0026546
2014-07-15 15:43 thvaz Note Added: 0026547
2014-07-16 04:41 vomov Note Added: 0026611
2014-07-16 05:06 thvaz Note Added: 0026613
2014-07-16 05:55 vomov Note Added: 0026620
2014-07-16 05:55 vomov Note Edited: 0026620
2014-07-16 05:55 vomov Note Edited: 0026620
2014-07-16 07:27 thvaz Note Added: 0026629
2014-07-16 09:44 vomov Note Added: 0026640
2014-07-16 09:45 thvaz Note Added: 0026641
2015-01-20 08:11 vomov Note Added: 0032012
2015-01-20 11:13 lethosor Note Added: 0032015
2015-01-20 11:13 lethosor Status assigned => resolved
2015-01-20 11:13 lethosor Resolution open => unable to reproduce
2015-01-20 11:13 lethosor Assigned To user6 => lethosor