Multicore forced for stellaris (and maybe all other clausewitz engine games)

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Guraan

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Well, I cannot deny your results even that i agree that further testing is needed.
In any case if you have performance gain through this it is very system specific and not a generic solution since (as ppl stated before) should not impact anything project wise when it comes to how the game is threading.
Do your system have a high load when it is idling so these 5% might come from another process that instead?
 

Guraan

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That would surprise me.
The tests were done on a high end pc, not on my.

I am only the messenger My knowledge is not enough to argue here.

But surely the stellaris only runs on a single core.
Which core at what time is not relevant, only that it always only one remains.
The idea was to bypass this.

it would be very nice the engine of paradox games goes with the time.
Savegames after several centuries of gameplay are almost unplayable for non-high end pc

This is also clear when you unpack the savegame and there is a 500MB text file in it.

From the informatics translation could be said these 500mb runs min once per second through the core.
(This is not quite right, I also know, but this can recognize the problem.)

greetings
How many sw threads does your stellaris run on?
Normally it should have spawned 2x the amount of virtual cores (if no ht the amount of physical cores), if these are just ran on just 1 core I can imagine a performance bottleneck
 

Guraan

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tbh, just looking at top i get this from a new game stellaris (kinda stable as well, this is low and high is around 370%):
Code:
  PID USER      PR  NI    VIRT    RES    SHR S  %CPU %MEM     TIME+ COMMAND
13965 guraan    23   3 1160872 555456  78764 S 336.0  1.7   2:53.16 stellaris
 
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