I really need to set up my older machine and test it too. The support desk has seen some issues with newer hardware that only happens with newer hardware...I'm now convinced this has nothing to do with hardware configurations or driver issues.
I really need to set up my older machine and test it too. The support desk has seen some issues with newer hardware that only happens with newer hardware...I'm now convinced this has nothing to do with hardware configurations or driver issues.
depends on how you phrase "should". Almost nothing runs in parallelism perfectly except those things that can run without being tied to each other. Off loading to parallelism also incurs diminishing returns.Should that be happening?
It seems odd.
ummm I've have yet to see any month take me > 17 sec much less a day take 10 seconds. Would like a save of this to test.(Defined as taking 10s per day on fastest.)
now you're just trolling.As for AI and pathfinding can be done at RTS speeds for many thousands of units nowadays on a single core! I remember ancient RTS from 1996 running 1000 units simulatenously on far worse PCs. Heck, something like Supreme Commander which was a bit newer... Stellaris does not even come close. It's not about optimization, it's about bad algorithms...
depends on how you phrase "should". Almost nothing runs in parallelism perfectly except those things that can run without being tied to each other. Off loading to parallelism also incurs diminishing returns.
not really, at least not when I've tested HOI4 and EU4. Haven't given stellaris as much love for testing. PDS games tend to be heaviest on 1 core / hyper thread in my experience, but what I'm seeing here isn't par for the course. Will set up the old 4770 w 650ti and test it on it to see how it fairs as it was the most stable test machine ever for me and PDS games.Allow me to rephrase:
I don't think it was doing that in older versions of the game. Is that kind of load between cores new with the current patch? Or was I just misinformed about older versions of the game?
my bfam (we're twins separated at birth (born years apart)) is on the team, plus numerous other people that are amazing (aka all of them), so my money is on them doing so.
You need to put max settings. Large galaxy, high number of civs, advanced_galaxy debug thing to kickstart it, then let it roll some more years ahead. If you're lazy, also use human_ai debug command. Advanced AI starts also helps with reproduction. It really does get that slow by some 2450 equivalent. (advanced_galaxy itself does not build enough things to slow it down)ummm I've have yet to see any month take me > 17 sec much less a day take 10 seconds. Would like a save of this to test.
I really, really hope you're right.
My big fear here is that the stuttering is due to an inherent flaw in the Clausewitz engine. Stellaris has had slight stuttering problems right from the start and all the other Clausewitz games have them too ( though a lot less pronounced and, for me, very tolerable ). It just has never been as bad as it is now. There are threads on this topic both on Steam and on these forums going back all the way to the game's release in 2016.
The devs seem to be very much aware of the issue, too. Here's a quote by Guraan from another thread: "Yeah the daily tick stutter has always been a issue, but now i agree its ridiculous (even on normal speed)." ( https://forum.paradoxplaza.com/foru...tering-skipping-with-every-game-tick.1133794/ ).
The fact that they have known about the problem all this time and it hasn't been fixed yet, doesn't exactly fill me with confidence...
I don't know if you've been following it, but this thread is also a very good read on the topic: https://forum.paradoxplaza.com/foru...tellaris-a-quick-performance-analysis.1138327
Stellaris is slated to be released on consoles in 2019, right? Hopefully the devs get a grip on the performance problems until then.
If the game hits the shelves with these issues unsolved, Paradox will be in a world of hurt, I fear.
For stuttering to occur two simultaneous things has to be true:
1. Rendering thread waiting on game loop, which happens in Stellaris, because rendering thread is not separated from thread handling daily ticks (https://forum.paradoxplaza.com/foru...ellaris-a-quick-performance-analysis.1138327/)
- I'm not sure if this is property of Clausewitz or just property of Stellaris, only devs will know this.
- either way fixing this would require major rewrite, which is reason why any optimization will likely be in 2.
2. Amount of work that game thread has to do between some two frames takes more time to calculate then frame time
- so game needs to evenly spread work of daily tick between multiple frames and dynamically slow down tick speed and spread work between more frames when of amount of work is too high
Multi-threading of work of-course helps too, but it's not inherently sufficient to prevent stutter, spreading of work is more important. More multi-threading should however increase overall tick speed as long as game will spread work between less frames.
My guess is, that devs put calculations of some new system just between two frames and now they have to either reduce amount of calculations in that system or find the way to divide that work between multiple frames. This is often not trivial task and requires time.
4) There's also some exponential slowness code related to number of empires each AI empire has in diplomacy range. The game is much faster if you force everyone to be xenophobe. Megacorps are the slowest followed by federations.
Well I also started another game on a 600 star galaxy, after I finally gave up on finishing my previous game on an 1000 star galaxy due to the game's abysmally bad performance. I was shocked to see that it didn't really seem to matter. The game again has slowed down to an unbearable degree. Soon I'll have to give up that game also. I'm wondering now if even a small galaxy will do that if you play a long enough game. And if galaxy size is not a primary factor, what is?
Im not saying you are making it up I specifically took care to say maybe some people didn't notice performance drops.here's a random idea:
Why should different people, with no prior connection, suddenly start making up stories about something as pointless as performance in a random game?
and why should people 'need' to go through artificial loops just for you in order to have an opinion?