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Stellaris Dev Diary #170 - Performance and other technical issues

Hello, my friends! This is Moah, Tech Lead of Stellaris typing. I can finally talk about what you’ve all been waiting for: How many new platypi will there be in Federations? After weeks of…

Well, apparently, I should be "more technical." But before we jump into the mysteries of the Stellaris code, I want to take the time to talk a little about the balance between adding new features, improving performance and stability – especially in terms of multiplayer and the dreaded out-of-syncs (dreaded at least by me).

The Delicate Balance
Stellaris, like most decently sized code bases, is like a complex game of Mikado or Jenga: every part is connected in some way to every other part. When you add a feature, you add more connections. If you’re careful, you add only a few, if you’re in a rush you add a bit too many. This generally leads to Unplanned Features (aka bugs). In addition, once we see them perform in the actual game, we tend to expand features in new, unexpected ways, leading to more Unplanned Features(tm).

Once we realize what is happening, we start being more careful. Maybe too careful. Checking too many things, too often, ensuring that this interaction that is supposed to never actually happen is actually not happening. Not now, not later. Not ever.

So you have removed the unplanned features, but the game is a bit, ah… too careful. Some would say slow.

So you remove some of these checks. You realize that you don’t need to loop around the galaxy, you can just loop around this one tiny planet. Then you go one step further, and think “well I can maybe do that check only every three weeks, and this calculation needed by all these checks, I could store it in here and reuse it until the next time it changes.”

So now the game isn’t so careful anymore, we’re back in unplanned feature territory. But if the caching (storing/reusing calculations) happens at different times on different machines, you get slightly different results (like asking a developer for something before and after they had coffee).

Slightly different results are what OOS thrives on! Clients and servers have 0.0001 cost difference, compounded over time, that corvette is bought on the server but not on the client.

So you remove your “smart” algorithm. You replace it with the correct algorithm. You lose half of what you gained in step 2 and reintroduce some bugs. Probably.
Rinse and repeat.

But enough about my morning routine! Let’s talk about…

Performance
Stellaris fans are like C++ programmers: performance is always on their mind. To be fair, it has also been on ours a lot lately. We know that it’s not all that it could be, especially in late game and with the bigger galaxies. With that in mind, we’ve taken time to improve performance in a bit more depth than we usually can. We looked at what was taking the most time, and as everyone knows that is…

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Pops.

There are many reasons why pops consume a lot of time in Stellaris, but the main one is that by endgame we have SO MANY of them. SO So so so so many. And they do so much! Pops have to calculate how good they’d be at every job (they do so every 7 days). Then they have to fight every other pop on the planet to get the job they’re best at. They also have to check if they could have a specific ethic. If they could join a specific faction. How happy they are. How happy they could be. How happy they would be on that planet over there.
All these things trigger modifiers calculations. If you remember my last dev diary, you know that modifiers are the only thing more numerous than Pops in Stellaris. And they all depend on each other. Calculating them is like pulling on a thread and getting the whole sweater.


OK, but what did we actually do about it?
Well first, I’ll admit I may have been a bit pigheaded on the whole “we need to do the jobs distribution every day because we don’t know when new jobs are added.” We reexamined this assumption, and jobs distribution is now only done on demand. It was also rewritten to iterate over a lot fewer things.

We also noticed a few triggers going through every pop of an empire to check if one or more are enslaved, decadent, or other things that can be tested at the species level. So we made new triggers to test these things at the species levels. In the same spirit, we had events going through every ship to find a fleet, so we added triggers at the fleet level.

Second, We’ve also reworked the approach to checking if pops can change ethics (and also made it work again), or if they can join factions.

Finally, we’ve looked for (and found) opportunities to use more multi threading.

But enough talk! What’s the result? Well, if a picture is worth a thousand words, here’s the answer at 30000 words a second:


The video compares the performance of 2.5.1 “Shelley” to 2.6 “Verne'' when running a save game from the community, which can be found attached to this post, with over 20000 pops. It was recorded on my work computer (Intel Core7-7900X @ 3.30Ghz, 10 cores and 20 threads, and AMD R9 Fury). You won’t necessarily get the same results, the exact difference in performance will vary with your computer, and the exact situation in your own save games, of course. On average, we’ve found something between 15% and 30% improvement in late game situations.
This save is just ideal to showcase the impact of the pops improvement.

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What is this average anyway? How do you know?
Well, we have synths playing the game all night, every night. In the morning, we check how far they were able to go. We also ask them how many errors they encountered, what their endgame looked like, whether they got any OOS and then put all of that in tables and graphs, with many colors. Then we wipe the synths, so they don’t ask pesky questions about souls and whatnot.

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In conclusion
Although we keep performance in mind and do our best to keep it reasonable, we’re happy we had a chance to take a deeper dive into the issue. Hopefully the changes will spark as much joy for you as it did for us, and we’re looking forward to your feedback!

Next week will feature another dev diary about the other thing you’ve all been waiting for… MORE PLATYPI!

PS: The save file we're using is from the community, one of the performance threads. We are however unsure where we originally got it from. So if you recognize it, or if it's yours please tell us so we can credit you properly.
 

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Just want to say thanks for your efforts. It's appreciated. Looking forward to the update and expansion!

In some ways I kind of look at performance and compare it Planetfall and similar turn based games. The opening 10 turns take no time at all. The 100th turn might take half an hour to sort all the things out I want to do.
Point being the game is going to slow down as more things are happening. Trick is keeping it manageable I guess.
 
Can't watch the video at work right now, but if that's true, then... Well. Okay. That's a "hot damn!" moment.
I would like to point out that the 15%-30% "on average" most likely also reflects on average over the whole campaign, where the first half or so might be negligible. The video that he posted was an extreme case, very late game with more than 20k pops, so in that case the increase might be 500+%. Which is more or less exactly what I was hoping for.
 
Awesome guys, as a developper myself, I Really appreciate your work on thoses issues and your explainations/

OMG is this Grafana output in the bottom of the Post?
It means I can connect Stellaris event stream to a Database?? Pleaz @Moah says yes!!!!
 
Finally, we’ve looked for (and found) opportunities to use more multi threading.

can you say something about the improved multithread use? It would be very interesting to know, especially if there is a thread dedicated for checking the jobs or fleet movement. Actually i've looked many times in my performance monitor and one of my threads is at its peak and the other ones are idle the most time. Will you share a glimpse of your wisdom with us? :)
 
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Thank you for this.

Just to throw this out here:

Have you ever thought about just reducing the amount of indvidual pops (i.e. lower pop growth rate as well as housing and all the population dependent thresholds, while accordingly increasing the ressources create by jobs?).

An indivudual pop is an abstract unit anyway, so not why make the unit a bit bigger? I wouldnt care if my planets are maxed out late game with 40-60 or 100-120 pops if the ressources provided / supply needed is the same. I mean, before 2.0 the hard cap for pop units per planet was the number of tiles, i.e. 25.
 
I'm really happy about this. Stellaris is now one of the best games I've ever played and I've previously bought DLC on day one without thinking about it, but I was unsure about Federations because performance is getting so bad.
 
Yay a dev diary about performance and we'll get a speedup of ~14-30% GREAT!!

Results are all that matter and the speedup is a good result to silence most doubts.
Still I'm a bit confused and sceptical about the "jobs distribution is now only done on demand" as the solution to all slow downs. Will this really solve our core problem? I remember the Perfomance Megathread stating the problem of slow downs is not the pops checking for new jobs every day. According to the thread it is rather the pops checking once a new (vacant) job opened up - meaning once a new job is created all pops on the planet check everyday if they should leave their current job and take the new job. (EDIT: Here's GnoSIS post with the analysis: https://forum.paradoxplaza.com/forum/index.php?threads/performance-megathread.1253705/page-22 - Post 427)
Lots of (unemployed) pop were supposed to be even beneficial and their normal regular checks were much less of a problem in comparison.
 
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Looks good! For some reason the music in that video reminded me of Stargate. Not sure why - is it a new track coming with Federations?

Out of curiosity, are job checks/tests performed on "invalid pops"?
  • E.g. If i have 1000 pops in an undesirables cast [e.g. being purged] on a planet is the game running fewer checks on them vs someone in ruler/specialist/worker cast (on a daily - or weekly/monthly basis, now, i guess?)
 
Seems more like 200% improvement, 2 months (Jan and Feb) passed in 2.5.1 and 6 (Jan, Feb, Mar, Apr, May, June). Oh well, 3 years per hour is better than 1 year per hour, so i'll take it.
And of course, we'll see how it will be in the game when the patch goes live.
 
Second, We’ve also reworked the approach to checking if pops can change ethics (and also made it work again), or if they can join factions.

Finally, we’ve looked for (and found) opportunities to use more multi threading.
Are there any other changes about ethics attraction/factions beeing possible to show up or is it just working as before with the tile system for pops?

How much multithreading was added/will a CPU with good single cores (i3 8350k 4x4Ghz 4 Threads) still be better for stellaris than your CPU that cost almost as much as my entire PC?
 
In conclusion
Although we keep performance in mind and do our best to keep it reasonable, we’re happy we had a chance to take a deeper dive into the issue. Hopefully the changes will spark as much joy for you as it did for us, and we’re looking forward to your feedback!

Next week will feature another dev diary about the other thing you’ve all been waiting for… MORE PLATYPI!
Much appreciated. I'm always happy to see dev diaries dive deep into the inner workings. As we all know, the night, erm code is dark and full of errors.

However the other dev diary I've been long waiting for is about the AI rather then platypi. I'm among those who never had any performance issues because I never played a single post 2.2 game into the late game due to how non-competing the AI is. Any chance we're going to hear about that anytime soon?
 
Still I'm a bit confused and sceptical about the "jobs distribution is now only done on demand" as the solution to all slow downs. Will this really solve our core problem?
My assumption would be that the same is applied for vacant jobs too (and generally applied in most areas where it makes sense), because unless a check wheter it needs to be done is actually expensive itself compared to just doing it then it improves performance overall.
 
I would like to point out that the 15%-30% "on average" most likely also reflects on average over the whole campaign, where the first half or so might be negligible. The video that he posted was an extreme case, very late game with more than 20k pops, so in that case the increase might be 500+%. Which is more or less exactly what I was hoping for.
15% and 30% improvement in late game situations