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TheMeInTeam

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I hate to say it guys, but you can't just add 'multi-core support', it just doesn't work like that.

Sure you can.

You just have to do it while creating the game, preferably early on. So like for EU V.

Though EU IV does use multiple cores it's not so hot with it. The massive performance hit some are experiencing on the last two patches (when even AoW worked fine) is probably not a question of core usage etc though.
 

royalguardneo

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Sure you can.

You just have to do it while creating the game, preferably early on. So like for EU V.

Though EU IV does use multiple cores it's not so hot with it. The massive performance hit some are experiencing on the last two patches (when even AoW worked fine) is probably not a question of core usage etc though.

That was really my point, I just didn't use so many words :cool:
 

Hellspawn2

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I just noticed that doing a TAG switch to another country and then back again really improved the performance (although short term). Not sure how or why this made a difference, but when I started playing again it seemed like I was getting no lag at all. This only lasted for a few months, but those were the best few months I have had in game, everything seemed to working as it should be.
 

A-150

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Multicore support is greatly needed. My game (and probably many others) has a very slow speed (mine is 35seconds=1Month, 1day=1second, first day of the month=5seconds), and with each new dlc and patch it runs slower. And one of my cores is getting maxed out and the others are barely being used. Is there some way i can increase the game speed? Cause i don't think there is and i can't buy a new computer, plus most new computers are quadcore and i could experiece the same issue.

Yes i know it's not simple or cheap or quick, but putting it off won't help anyone. And EU5 won't be here for several more years.

(Sorry if I sound demanding, but i haven't been able to relax for over a week for other reasons)
 
Last edited:

A-150

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EuIV has already multicore support, if IIRC, but you can not make multithreading for every use, as you can lock other trheads or lost sync with them.
It does have some multicore support, but it's pretty bad. One core should never be maxed out while the others are barely touched, making the game run slow and inefficiently.
 

Gilad Pellaeon

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Yeah, that's my point.
If the game didn't have multi-core support at all, this would be impossible now.

But as it is right now, it BADLY needs to be optimized and re-worked.
 
Nov 28, 2007
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Sure you can.
You just have to do it while creating the game, preferably early on. So like for EU V.
Have you ever designed/programmed a multithreaded application? Some tasks just don't lend themselves well to multithreading. For instance, just looking at EU4, how would you divide the workload across threads? How would you synchronise the data access without creating bottlenecks where multiple worker threads are waiting on another. It's extremely complicated to do multithreading right, and even harder in a realtime game like EU4 where latency is critical. CIV is actually easier to multithread because it's turn based.

I imagine the biggest bottlenecks at the moment are AI and scripts/events.
 

Pyske

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Have you ever designed/programmed a multithreaded application? Some tasks just don't lend themselves well to multithreading. For instance, just looking at EU4, how would you divide the workload across threads? How would you synchronise the data access without creating bottlenecks where multiple worker threads are waiting on another. It's extremely complicated to do multithreading right, and even harder in a realtime game like EU4 where latency is critical. CIV is actually easier to multithread because it's turn based.

I imagine the biggest bottlenecks at the moment are AI and scripts/events.

Sure, but EU4 has lots of tasks that are nice and isolated / parallel-izable. In fact, your question is kind of an interesting intellectual exercise, so I'll take a shot at it, bearing in mind that I have zero knowledge of the internal implementation, and could easily be reinventing the existing design. (I also agree that this would be nearly impossible to retrofit onto an existing game.)

Starting from state management, I would have 3 versions of the game state: prior month (read only), live, and next month. I'd spin up AI and event threads for each individual country, synclock at month end, applying updates to the "next month" snapshot. I'd then apply a base + delta, diff-based algorithm to apply intra-month changes, which generally means changes of ownership and military position + strength. This monthly pulse would also be the strategic military AI (including unit building). The tactical AI would probably have to be realtime and global, but again would be diff-based so that it only recomputes in response to change events (position changed, unit built, battle started, pre-arrive, etc).

This design creates some real challenges (i.e. overall AI military objectives only changing once a month), but it seems like a workable approach from the outside. It also makes bugs come up more easily (because of a missed / forgotten trigger or side-effect in the diff-based code). However, it allows a relatively static state environment for the worker threads to run against. It would probably influence future design freedom as well, since there would be an incentive to push things into the monthly tick and make fewer dynamic changes to game state at arbitrary times. Thus, advisors and monarchs might always die at month start, or nations might always compute liberty desire based on the trailing month so that it didn't have to be updated live.

Of course, I wouldn't be surprised if someone who has spent more time thinking about this (i.e. Wiz, for one) could easily poke a dozen holes in the design, and has implemented an even more thorough or elegant design. Still, it's fun to think about, at least until they decide to give us all access to the internal design documents. ;)
 

Arumba

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Is there any chance that having a bloated save game folder could be related to this issue? I noticed that I had over 8 GB of saves from the past who knows how long, deleted them, and maybe its just some sort of bias but.. I think the game is running faster? I don't know why that would make sense, but could it?
 
Nov 28, 2007
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Is there any chance that having a bloated save game folder could be related to this issue? I noticed that I had over 8 GB of saves from the past who knows how long, deleted them, and maybe its just some sort of bias but.. I think the game is running faster? I don't know why that would make sense, but could it?
I run with a single save file in a tmpfs (ramdisk), and I still get a fair bit of lagginess mid-late game. Though it might be a different severity to others. Perhaps try without autosave / ironman and see if that helps.
 
Nov 28, 2007
685
7
Starting from state management, I would have 3 versions of the game state: prior month (read only), live, and next month. I'd spin up AI and event threads for each individual country, synclock at month end, applying updates to the "next month" snapshot. I'd then apply a base + delta, diff-based algorithm to apply intra-month changes, which generally means changes of ownership and military position + strength. This monthly pulse would also be the strategic military AI (including unit building). The tactical AI would probably have to be realtime and global, but again would be diff-based so that it only recomputes in response to change events (position changed, unit built, battle started, pre-arrive, etc).
Hehe. You wouldn't fire off threads for each country. That's incredibly inefficient and wasteful. In the case of checking for events, you'd be better off with a single dedicated thread that does all tags. It could push events to the main thread through a queue data structure perhaps. That would be simple enough to do a mutually exclusive lock on. It wouldn't surprise me if PDS already does that.

As to the AI, you can't do per month decision making :D It's needs to be able to react on a daily basis. That's why it's difficult to thread the AI in a realtime / semi-realtime game. Latency is critical. In games like CIV it's possible because you press end turn and the game goes off and does it's calculations, then returns the results. It doesn't have to react immediately to the player. I think the game AI already does selected things only at the end of month/year already such as selecting ideas, upgrading techs, buildings, etc.
 
Last edited:

Wizzington

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After some investigation of saves provided, we can't find any specific reason game would be running slower than before, so we're going to do some general performance work in the hopes that it will fix the problem.
 

b_raven

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After some investigation of saves provided, we can't find any specific reason game would be running slower than before, so we're going to do some general performance work in the hopes that it will fix the problem.

does it means that you'll make multi-thread optimization? :huh:
 

Arumba

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After some investigation of saves provided, we can't find any specific reason game would be running slower than before, so we're going to do some general performance work in the hopes that it will fix the problem.

Was the game running slower on your hardware with the save games provided?
 

DanubianCossak

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Dunno if this helps at all:

Post #141 HRE game save, loaded, for me there isnt so much game slow down, as game lagging or glitching, its like you have mini freezes. It wasnt terrible but its noticeable. Severity: 3/10
Post #132 Carib save, loaded, no lagging, glitching or slow down. Severity 0/10
Post #136 GB save, loaded, game speed horrible, lagging, glitching, mini freezes, game unplayable. This feels like when i added ~20 new trade nodes and ~40 new trade node connections in one of the earlier versions. Severity 9/10
 

machomaster

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Linux Mint. Intel Core i7-4790K @ 4.00GHz, Nvidia GeForce GTX 650.

Everything worked fine. Steam automatically updated EU to some 1.10 version. Before playing I went to forum and saw a thread about ironman-saves corruption. Went back to 1.9.2, but didn't play at that moment.

A couple of weeks passed and I tried to play (El Dorado is not bought and only couple of minor mods are enabled). The game is really slow, even when paused. The interface speed is what bothers the most. All 8 of my "cores" show really high level of CPU-usage (if I remember correctly, it wasn't nearly as CPU-taxing before).

Then I restarted the game with Women-DLC disabled. It helped some, but didn't resolve the problem.

So it seems that the problem is not El Dorado related (at least not the paid version), as I have a problem even when playing at 1.9.2. And even though Women-DLC makes the slowness worse, it's not the main/only cause. Were some other non-version-specific game files changed?

I hope my information helped you to pinpoint the problem.
 

Krajzen

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What fascinates me is there are people who have like 4GB RAM and complain - like me - and people who have 16GB RAM and complain on the slowdown

Unfortunately I don't have any legitimate saves as I was recently testing/implementing various mod with countless tags in various bookmarks and this is when I have noticed general slowdown regardless of tag and period played.

After some investigation of saves provided, we can't find any specific reason game would be running slower than before, so we're going to do some general performance work in the hopes that it will fix the problem.

Thank you. Though it is a bit sad nobody will ever know what caused that sharp game speed decline after patches that limited compared with 1.8 ;)
 

Mamluke

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Dunno if this helps at all:

Post #141 HRE game save, loaded, for me there isnt so much game slow down, as game lagging or glitching, its like you have mini freezes. It wasnt terrible but its noticeable. Severity: 3/10
Post #132 Carib save, loaded, no lagging, glitching or slow down. Severity 0/10
Post #136 GB save, loaded, game speed horrible, lagging, glitching, mini freezes, game unplayable. This feels like when i added ~20 new trade nodes and ~40 new trade node connections in one of the earlier versions. Severity 9/10

thank you, so its not just my computer, huff, something must be really F## up, I wonder if after the HRE was is over, if speed improves, but speed was already going bad before said war.

can other people try the save and post your impressions here?

save : https://www.dropbox.com/s/c6io3p62ordaz5p/colonial britain.rar?dl=0

Link to my post if interested