IDK where i heard it but some of devs said that release version will have some optimizations done so FPS probably will be higher.
Dwarf has world simulation and history, Rimworld has nothing like that.
Does that do anything for gameplay though?
It does. Basically everything that happens is simulated. Aliances, wars, etc. down to what people do daily. Every dwarf you have have family living somewhere that does their own things. For an example if you meet warezebra in your fortress which is a cursed man that changes into it every once in while and makes rampage (or not) is created by curse which is created some events like a lot of people dying over battlefield or some other event. Curse itself is unique and no two curses are the same, who could happen to also is simulated.
There are some conditions game has like elves, dwarves, humans, curses etc. But everything outside of those initial conditions is simulated brick by brick.
They way game spawns say titan attack is not by spawning titan in your zone but by spawning X amounts of titans in initial world creation. Running their whole stories and then game gives a "nudge" to titan that your colony is rich. Titan then travels land to your colony.
Like other said. There is whole Adventure mode which is really impressive even more so than fortress mode.
CPU is always a problem. Large companies release specific products for cryptocurrencies but not for DF
They did. AMD released Ryzen 5800X3D "Dwarf Fortress Edition".
DF looooooves cache on CPU and 5800X3D has a lot of it causing it go blindly fast in this game.
With it i was able to actually start 10x10 embark and it didn't melt my pc trying to run it. FPS also was pretty good but there is some simulation going in background that causes fps to go down to 0 for a second every 4-5 seconds for split second. Probably some cache miss.
CPU is always a problem. Large companies release specific products for cryptocurrencies but not for DF
It isn't processing power that's the issue with DF, but optimisation and design.
The game still has no significant multi-threading support, and Toady says he finds it too confusing to implement. Multi-threading would help a lot with DF as the game has a lot of things going on that could be offloaded.
It also doesn't help that Toady isn't a trained programmer and generally seems to work to a "if it compiles, it's good enough" style of development.
Even "trained programmer"'s have difficulty with multithreading, it's not a trivial problem.[/QUOTE]
Well that depends. Creating truly multi-threaded main thread handing whole game ? Hell on earth. But DF has systems that can completely live on their own providing only background numbers upon which characters will react that don't need to care about main simulation. Good example of it is temperature.
Initial conditions --> multilayered algo ---> return temp at given tile. Voila you just multithreaded whole temperature system.
Now do that for gasses, fluids and various other things that work as background to main simulation as single number in tile occupied by something.
Pathfinding is way harder especially since it is 3D game but i don't see why in principle it should be something that hard to move to other thread. DF operates in tiles so there is no collision detection to consider other than collision events as there are no collision boxes which massively simplifies path-finding.
In general if Tarn did give a shit he could easily multi-thread like 80% of FPS death problem. There will be still main simulation of history and what every character cat is doing but that is less than 30% of total FPS budget from what i saw playing game over the years. You can see it easily how game behaves doing various things to game. For example if you close everyone in few rooms and kill every animal, then pathfinding will not occur outside of those rooms and FPS goes up dramatically even if you have 50-100 dwarves.
Then there is GPU. GPU are pretty much build to run stuff like temp simulation.