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EU4 - Development Diary - 19th of February 2019

Fantastic bits and where to find them
Hi everyone, I am Lorenzo aka Duplo aka The Battlepope aka The Caped Crusader and I am programmer on our beloved Europa Universalis 4. You may have seen me in the Dharma Dev Clash, struggling to spread Catholicism and occasionally getting betrayed by fellow Italians and wrecked up by Venice AI :confused:

In these last weeks we announced that 1.28.3 was the last Europa Universalis 4 release supporting 32-bit, since we are moving toward 64-bit. I thought it would be nice to give to all of you an insight of what this means, what to genuinely expect in the near future and what to definitely not expect.

There's been a lot of fuss about 64 vs 32-bit apps lately. But what is all of this about?

It is no mystery that Apple decided to deprecate 32-bit apps in MacOS 10.14 "Mojave" (2018) in order to drop the support completely in the future: they are doing an amazing job reminding us about this every time we launch Steam or our beloved Europa Universalis 4.

What may be less known is that while 32-bit apps may still run on the latest MacOS release the new development environment was stripped out of all the fancy 32-bit support, making it painful for the poor developers to even compile the game. They are trying hard to make everyone move to 64. But why?

If I got your attention so far, we can finally dive into the topic. It's going to be great.

The fellowship of the bits
When we say 64-bit, we are talking about x86-64, a CPU architecture designed by AMD of which the specifications were released in the year of our Lord 2000.

In the year 2001, the Linux kernel started supporting this new architecture, even if there were no processors available on the market yet.

In the year 2003, the very first x86-64 processor is released: the AMD64 Opteron. Several Linux distributions were already supporting x86-64.

In the year 2005, Microsoft discontinued the IA-64 (another 64-bit architecture from Intel) version of Windows XP, and released Windows XP Professional x64 Edition.

In the year 2009, Apple latest state of the of art system, Mac OS X 10.6 "Snow Leopard", was released with full support for 64 bits on the x86-64 platform. Also Windows 7 started to be loaded by default in his 64 bit version on most new computers.

In the year 2011, with Mac OS X 10.7 "Lion", Apple decided to drop the support for 32-bit CPUs, effectively starting that modernization process of their platform that last year resulted in the deprecation of 32-bit apps.

Nice. But still, why should I care?
Well, there are several reasons to actually move to 64-bit. The looming threat of deprecation on MacOS is maybe the most evident, but there is much more. The x86-64 architecture is better than its older brother, by far.

Without going too much into technical details, the advantages of going full 64-bit can be summarized in three main points:

Extended address space
64-bit applications can break the hard limit of 4 GB of RAM. By several orders of magnitude. Do you like blobbing in Europa Universalis 4? Think about how happy the CPUs would be if they could do the same with RAM.
extended-address-space.jpg


Capacity increase
64-bit registers and 64-bit enabled operands that will allow the CPU to perform trivially operations that were costly in the 32-bit architecture. Didn’t you want to find your way from Paris to Beijing in the blink of an eye?
capacity-increase.jpg


Larger number of general-purpose registers
In compute-intensive code, the 64-bit compiler will make use of these additional registers to better optimize the generated program. Russia will be able to recruit Streltsy even faster!
number-of-general-purpose-registers.jpg


There is also another, non-technical, advantage: support. While Microsoft is not as zealous as Apple in its crusade against legacy technology, they are obviously putting most of their efforts in the new - and definitely more common - architecture. Of course the 32-bit tools are still doing an honest job, but having the chance to move to the new 64-bit ones will allow us to get advantage of the new hardware features, getting less bugs and better performances.

Wow! Great!
That said, moving to 64-bits won’t magically make the game run twice as fast, nor it will make more content appear out of nothing. While the migration to the new architecture itself will have little impact on Europa Universalis 4 at the beginning, it will put the foundation for the future development, allowing us - the programmers - to gradually try to squeeze the most out of the CPUs! But important questions first...

Multithreading when?
Really? C’mon… The lack of multithreading in Europa Universalis 4 has been a common misconception for a long time.

What is multithreading about? Multithreading involves taking small pieces of logic and potentially execute them at the same time, getting advantage of the multiple cores of modern CPUs. The advantage of multithreading is that we can squeeze the most of the processor and get things done faster, because executed at the same time. The main problem of multithreading is that it’s impossible to predict when the Operating System is going to let them run, as the execution of threads is completely out of the application control. Working with multithreading is basically finding the proper balance between the potentially better performances given by running tasks at the same time and the performance loss due to the synchronization.

This tradeoff is especially noticeable in Europa Universalis 4 as the game has tons of small pieces of information to calculate, and each of them is heavily influencing the AI behavior.

There are things that can be safely executed in parallel - and indeed they are executed that way - like loading and processing data, updating independent pieces of the gamestate, cache calculations, most of AI behaviors… But there are also things that definitely cannot: pieces of gamestate dependent on other pieces to be calculated before and so on... Trying to force those interdependent operations to be executed in parallel would produce non-deterministic results - different results even with exactly the same initial state - and inconsistent data. This non-deterministic behavior can lead to the game crashing, because the data dependent for an operation might be still in an incomplete state.

A mysterious and shady voice I can hear behind me explains this problem this way:
Imagine the data as existing as a quantum wave function. Until observed we can not know what state the data is in. When one thread needs to access and change that data the wave function collapses as it's being observed. If there were an expectation of that the data would be in a specific state before the wave function collapses it will just be garbled mess and the universe crashes.
multithreading.jpg


One of the focus of us, programmers, is to try to get the best performances possible, while adding new cool features. Multithreading is already a powerful tool in our toolbox. Multithreading is a thing in Europa Universalis 4, and it’s here to stay ;)

This old, but still valid Development Diary is an example of our effort to get the best performances out of our game, and the charts show how multithreading is actually a fundamental part of this effort!

If you have any question, please write them in this thread. I'll follow the discussion and try to answer all of you!
 
Fantastic bits and where to find them
Hi everyone, I am Lorenzo aka Duplo aka The Battlepope aka The Caped Crusader and I am programmer on our beloved Europa Universalis 4. You may have seen me in the Dharma Dev Clash, struggling to spread Catholicism and occasionally getting betrayed by fellow Italians and wrecked up by Venice AI :confused:

In these last weeks we announced that 1.28.3 was the last Europa Universalis 4 release supporting 32-bit, since we are moving toward 64-bit. I thought it would be nice to give to all of you an insight of what this means, what to genuinely expect in the near future and what to definitely not expect.

There's been a lot of fuss about 64 vs 32-bit apps lately. But what is all of this about?

It is no mystery that Apple decided to deprecate 32-bit apps in MacOS 10.14 "Mojave" (2018) in order to drop the support completely in the future: they are doing an amazing job reminding us about this every time we launch Steam or our beloved Europa Universalis 4.

What may be less known is that while 32-bit apps may still run on the latest MacOS release the new development environment was stripped out of all the fancy 32-bit support, making it painful for the poor developers to even compile the game. They are trying hard to make everyone move to 64. But why?

If I got your attention so far, we can finally dive into the topic. It's going to be great.

The fellowship of the bits
When we say 64-bit, we are talking about x86-64, a CPU architecture designed by AMD of which the specifications were released in the year of our Lord 2000.

In the year 2001, the Linux kernel started supporting this new architecture, even if there were no processors available on the market yet.

In the year 2003, the very first x86-64 processor is released: the AMD64 Opteron. Several Linux distributions were already supporting x86-64.

In the year 2005, Microsoft discontinued the IA-64 (another 64-bit architecture from Intel) version of Windows XP, and released Windows XP Professional x64 Edition.

In the year 2009, Apple latest state of the of art system, Mac OS X 10.6 "Snow Leopard", was released with full support for 64 bits on the x86-64 platform. Also Windows 7 started to be loaded by default in his 64 bit version on most new computers.

In the year 2011, with Mac OS X 10.7 "Lion", Apple decided to drop the support for 32-bit CPUs, effectively starting that modernization process of their platform that last year resulted in the deprecation of 32-bit apps.

Nice. But still, why should I care?
Well, there are several reasons to actually move to 64-bit. The looming threat of deprecation on MacOS is maybe the most evident, but there is much more. The x86-64 architecture is better than its older brother, by far.

Without going too much into technical details, the advantages of going full 64-bit can be summarized in three main points:

Extended address space
64-bit applications can break the hard limit of 4 GB of RAM. By several orders of magnitude. Do you like blobbing in Europa Universalis 4? Think about how happy the CPUs would be if they could do the same with RAM.
View attachment 452108

Capacity increase
64-bit registers and 64-bit enabled operands that will allow the CPU to perform trivially operations that were costly in the 32-bit architecture. Didn’t you want to find your way from Paris to Beijing in the blink of an eye?
View attachment 452109

Larger number of general-purpose registers
In compute-intensive code, the 64-bit compiler will make use of these additional registers to better optimize the generated program. Russia will be able to recruit Streltsy even faster!
View attachment 452110

There is also another, non-technical, advantage: support. While Microsoft is not as zealous as Apple in its crusade against legacy technology, they are obviously putting most of their efforts in the new - and definitely more common - architecture. Of course the 32-bit tools are still doing an honest job, but having the chance to move to the new 64-bit ones will allow us to get advantage of the new hardware features, getting less bugs and better performances.

Wow! Great!
That said, moving to 64-bits won’t magically make the game run twice as fast, nor it will make more content appear out of nothing. While the migration to the new architecture itself will have little impact on Europa Universalis 4 at the beginning, it will put the foundation for the future development, allowing us - the programmers - to gradually try to squeeze the most out of the CPUs! But important questions first...

Multithreading when?
Really? C’mon… The lack of multithreading in Europa Universalis 4 has been a common misconception for a long time.

What is multithreading about? Multithreading involves taking small pieces of logic and potentially execute them at the same time, getting advantage of the multiple cores of modern CPUs. The advantage of multithreading is that we can squeeze the most of the processor and get things done faster, because executed at the same time. The main problem of multithreading is that it’s impossible to predict when the Operating System is going to let them run, as the execution of threads is completely out of the application control. Working with multithreading is basically finding the proper balance between the potentially better performances given by running tasks at the same time and the performance loss due to the synchronization.

This tradeoff is especially noticeable in Europa Universalis 4 as the game has tons of small pieces of information to calculate, and each of them is heavily influencing the AI behavior.

There are things that can be safely executed in parallel - and indeed they are executed that way - like loading and processing data, updating independent pieces of the gamestate, cache calculations, most of AI behaviors… But there are also things that definitely cannot: pieces of gamestate dependent on other pieces to be calculated before and so on... Trying to force those interdependent operations to be executed in parallel would produce non-deterministic results - different results even with exactly the same initial state - and inconsistent data. This non-deterministic behavior can lead to the game crashing, because the data dependent for an operation might be still in an incomplete state.

A mysterious and shady voice I can hear behind me explains this problem this way:

View attachment 452145

One of the focus of us, programmers, is to try to get the best performances possible, while adding new cool features. Multithreading is already a powerful tool in our toolbox. Multithreading is a thing in Europa Universalis 4, and it’s here to stay ;)

This old, but still valid Development Diary is an example of our effort to get the best performances out of our game, and the charts show how multithreading is actually a fundamental part of this effort!

If you have any question, please write them in this thread. I'll follow the discussion and try to answer all of you!
As I've been critical in past DD, I'd like to congratulate this one. For me it shows you read the questions people had at the DD two weeks ago.

And also it seems you are putting a lot of effort in the technical part. For me it is a very good new: I guess that at this stage of EUIV, it would be hard to continue adding things without things like the 64 bit decision. Old decisions, discontinued tools, etc mean a heavy toll for new develooments.

More technical DD about the work under way will be welcomed, at least from me.
 
Finally! A real ddiary again; even if it's not about content. Which makes sense.
 
Trying to force those interdependent operations to be executed in parallel would produce non-deterministic results
Quantum computer support for EU4 WHEN?

This isn't a dev diary, this is how a year one CS student would explain the advantages of 64-bit architecture using last year's memes.
Try explaining the same to the average gamer using year 3 CS language.
It just ain't happening m8.
 
So it took several weeks to produce a dev diary that's explains what 64-bit means, but doesn't give any technical details relating to EU4?

This isn't a dev diary, this is how a year one CS student would explain the advantages of 64-bit architecture using last year's memes.
What a bunch of ungrateful, impatient hypocrites. When they make juicy dev diaries every week but release mediocre, tasteles expansions (Dharma, Rule Britannia, Golden Century) you are complaining. When they take their time to fix the game, think and plan what they want to do next and promise interesting DLC you are also unhappy. What are you even doing here? Children aren't allowed to create paradox account. You have to be atleast 16 years old. Give them time. If you have too much money and you don't know what to do with them than just flush them down the toilet. It would be still more productive.
(This post is just a respectful disagreement.)
 
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Upgrading to 64 is like moving into a giant mansion from a cupboard under the stairs, things like this will take time to move your furniture around to make use of the new space.
"Yer a 64 bit system game, Harry!"
"But ,I can't be 64 bit , I'm just , a map strategy game.."
Oh, you a more than that, so much more than that....
 
Curious when we'll see the first bits of content. I hope at the end of next month, but no rushing.
 
But there are also things that definitely cannot: pieces of gamestate dependent on other pieces to be calculated before and so on... Trying to force those interdependent operations to be executed in parallel would produce non-deterministic results - different results even with exactly the same initial state - and inconsistent data. This non-deterministic behavior can lead to the game crashing, because the data dependent for an operation might be still in an incomplete state.

So this is main reason for Desync ?
 
People are saying now 'nice that we're going to 64x, but I thought we already were in 64 Bits, but that there were just 1,1% of players not using that yet. So I figured this was a farewell letter to them :p

Now I'm confused, is everyone on eu4 playing a 32 Bit game?
 
I agree that this change is useful and needed. However I would suggest fixing easier things (supposedly, though I haven't seen your source code) like wrong shortest path calculation between provinces (happens all the time in enemy territory, sometimes in friendly too), AI fleets that do not leave the occupied ports and peace deal inaccuracies with vassal reconquest wars (ceding the province to vassal vs returning core).
 
This isn't a dev diary, this is how a year one CS student would explain the advantages of 64-bit architecture using last year's memes.
I have QA junior just now who didn't know ctrl+c/ctrl+v until today. A lot of people can say the advantages of 64-bit architecture worse then year one CS student.

Now I'm confused, is everyone on eu4 playing a 32 Bit game?
Yes.
 
So this is main reason for Desync ?
For a game which hasn't been coded specifically for multiplayer compatibility, yeah. I saw a dev question from Songs of the Eons a few days ago which explains that specific issue a bit more in depth but just imagine multiple CPU cores getting desynced with each other because they disagree about a small AI or modifier action because they are doing different things which may take different amounts of time.