Performance issues and suggestions for the Dev team

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DrNukeLear

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Jan 27, 2019
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Dear stellaris players.
In order to aid the dev team with late game performance issues I thought I'd make a list of suggestions and throw them here to see if there's agreement in general.

A) Instead of processing the entire map in one batch on the day end tick. Have a list of systems, start processing the first system at 00:00 and when the last system finishes then 24:00 occurs and the next day occurs. Monitor the real world time that takes and then play the animations for day 2 based on the length of time day 1 took. Should smooth things out a little.
B) Stop doing everything at the end of the month. Yes the income/outcome needs processing, but research processing can wait till the 7th of the month, unity and traditions can wait until the 14th, diplomatic opinions can improve/decay on the 21st. And so on and so forth.
C) Reduce the update rate of the marketplace. Let everyone buy and sell at will but re-evaluate the prices ONCE per day. The 21st century stock market moves like crazy, because it takes less than a second to register a trade. In the 23rd century if I place on order from the Blorg homeworks for 10,000 alloy units, the Galactic exchange on earth doesn't change instantly as a result of my purchase before I can click again if I'm 35,000 light years away.
D) Some daily tick events could be moved to once every two or three days and no one would notice.

At the end of the day Devs are trying to simulate a galaxy, it shouldn't run quickly, but smoothly would be nice ;).

Let me (and more importantly the devs) know your thoughts.
 
A

(Accountdeleted)

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Sounds good. I´m for it.
At the end of the day Devs are trying to simulate a galaxy, it shouldn't run quickly, but smoothly would be nice ;).
"They" need the biggest and best supercomputers to calculate what happens in the first 3 seconds of a Supernova. If "they" take some rounded values instead of the actual real numbers - it takes 6 to 9 months to calculate with such a thing. If "they" would take the real numbers - 5 to 10 times longer. At least one would need some solid trust in the hardware quality to actually start that calculation with the real values. Compared to that Stellaris is doing nice. ;o)
 

KingAlamar

General
Nov 5, 2016
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Here's some more ideas:

  • Instead of recalculating a lot of items "daily" how about moving to a model that is "event driven". For example you shouldn't need to recalculate jobs daily on a planet. You only need to calculate that when there's a new pop, resettled pop, new building, change in job priority, etc.
  • As above spread out any monthly checks to minimize the impact of any one calculation taking too long
  • When testing for performance & stutter don't look ONLY at just one metric like FPS, or real-time-seconds-per-game-month, or frame interval. Look at all of the metrics and do what you can to strike a balance.
  • Reach out to the community [where IP & other laws allow] for help if needed. Heck I'd help with benchmarking if they want to send me a save game :)

As for the above performance & stutter issues please COMMUNICATE specifics to us. For example:
  • Do some benchmarks [including FPS, Frame interval, time-per-month, etc.] with with various H/W & OS configurations
  • Let us know what we should expect from various game settings. What metrics are you going for?
 

Hexagoros

Recruit
Dec 16, 2018
3
0
Dear stellaris players.
In order to aid the dev team with late game performance issues I thought I'd make a list of suggestions and throw them here to see if there's agreement in general.

A) Instead of processing the entire map in one batch on the day end tick. Have a list of systems, start processing the first system at 00:00 and when the last system finishes then 24:00 occurs and the next day occurs. Monitor the real world time that takes and then play the animations for day 2 based on the length of time day 1 took. Should smooth things out a little.
B) Stop doing everything at the end of the month. Yes the income/outcome needs processing, but research processing can wait till the 7th of the month, unity and traditions can wait until the 14th, diplomatic opinions can improve/decay on the 21st. And so on and so forth.
C) Reduce the update rate of the marketplace. Let everyone buy and sell at will but re-evaluate the prices ONCE per day. The 21st century stock market moves like crazy, because it takes less than a second to register a trade. In the 23rd century if I place on order from the Blorg homeworks for 10,000 alloy units, the Galactic exchange on earth doesn't change instantly as a result of my purchase before I can click again if I'm 35,000 light years away.
D) Some daily tick events could be moved to once every two or three days and no one would notice.

At the end of the day Devs are trying to simulate a galaxy, it shouldn't run quickly, but smoothly would be nice ;).

Let me (and more importantly the devs) know your thoughts.

Agreed with everything.

I'm not going to bother trying to give suggestions, but the game should not become unplayable/unenjoyable just as things are getting interesting in the late game.