Gateways+ trade routes = massive performance drop

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Andocair

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Stuttering for me steadily increased after about 300 ingame years. It's very possible this coincides with gateways being built all around the galaxy, but I encountered similar performance loss even before 2.2. My first hunch was maybe Stellaris doesn't properly support mulitcore CPUs, so I ran the game with resource monitor and was shocked to find that indeed only one core seems to be in use.

Now I also read that the engine supports multicore since EU4, which makes this discovery very puzzling. Is there perhaps something wrong on my end? Or might that one core just be the one calculating trade routes if they are indeed the cause of the stuttering?

Here is a screen shot of my task manager and resource monitor for better understanding:

stellaris_resources.png
 

PirateJack

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Stuttering for me steadily increased after about 300 ingame years. It's very possible this coincides with gateways being built all around the galaxy, but I encountered similar performance loss even before 2.2. My first hunch was maybe Stellaris doesn't properly support mulitcore CPUs, so I ran the game with resource monitor and was shocked to find that indeed only one core seems to be in use.

Now I also read that the engine supports multicore since EU4, which makes this discovery very puzzling. Is there perhaps something wrong on my end? Or might that one core just be the one calculating trade routes if they are indeed the cause of the stuttering?

Here is a screen shot of my task manager and resource monitor for better understanding:

View attachment 430582

This has been gone over time and time again. Stellaris is not the type of program that can support much multithreading and trying to shoehorn it in would almost certainly lead to worse performance than just leaving it as mostly single core.
 

Derp

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unfortunately while performance may have been improved with the beta patch, trade collection/protection is now extremely buggy and prone to "losing" some or all of its range along certain paths
 

PirateJack

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The beta they've brought out fixes some minor stuttering but hasn't fixed the entire thing yet. It's looking to be a fairly complex issue so we'll just have to wait for them to work out what's going wrong and fix it well enough that it doesn't break something else.
 

hfel

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This has been gone over time and time again. Stellaris is not the type of program that can support much multithreading and trying to shoehorn it in would almost certainly lead to worse performance than just leaving it as mostly single core.

Could you link or give a short explanation as to why?
 

C.N.

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Could you link or give a short explanation as to why?

Well, the very short TL;DR version would be:
Imagine two people (CPU cores) trying to pick up and use the same item (data) at the same time.


In many cases the overhead of preventing the issues caused by having to pass data and synchronize between two threads, would eat up any gains of using multiple threads on several cores.

Are there things that a multi-thread expert could improve? Most probably. Are these problems easy to solve? No.

Knowing what needs to be parallelized is not trivial. Sure AI on one thread, graphics on one thread, music on one thread, and game logic on on thread, but after that? Maybe Johan the first would have predicted this due to having done the trade stuff in EU4, but the Stellaris team was most likely not expecting this to be a bottleneck.
 

tpluharik

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Well, the very short TL;DR version would be:
Imagine two people (CPU cores) trying to pick up and use the same item (data) at the same time.


In many cases the overhead of preventing the issues caused by having to pass data and synchronize between two threads, would eat up any gains of using multiple threads on several cores.

Are there things that a multi-thread expert could improve? Most probably. Are these problems easy to solve? No.

Knowing what needs to be parallelized is not trivial. Sure AI on one thread, graphics on one thread, music on one thread, and game logic on on thread, but after that? Maybe Johan the first would have predicted this due to having done the trade stuff in EU4, but the Stellaris team was most likely not expecting this to be a bottleneck.
Actually as a former game developer and current AI/machine learning company owner I have to say Stellaris is perfect game for multi thread solution. You really can paralelize even calculations of internal game logic. They also have an option to run some stuff on GPUs, but that is the higher game.
 

Airowird

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Well, the very short TL;DR version would be:
Imagine two people (CPU cores) trying to pick up and use the same item (data) at the same time.


In many cases the overhead of preventing the issues caused by having to pass data and synchronize between two threads, would eat up any gains of using multiple threads on several cores.

Are there things that a multi-thread expert could improve? Most probably. Are these problems easy to solve? No.

Knowing what needs to be parallelized is not trivial. Sure AI on one thread, graphics on one thread, music on one thread, and game logic on on thread, but after that? Maybe Johan the first would have predicted this due to having done the trade stuff in EU4, but the Stellaris team was most likely not expecting this to be a bottleneck.
  • AI economy
  • music
  • game logic (events, timers, etc I think you mean?)
  • ship movement & fighting
  • trade & trade routes
  • graphics if not on GPU
That's already 6 threads right there though, using up to 6x the resources available of a single core. Although I assume you'ld lump ships into game logic, still a decent rig with a quadcore fully utilized.