Most people don't understand anything about computer architecture, so they have a misguided sense of what is important for performance. I got eviscerated for saying that the last thread ~_~
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Most people don't understand anything about computer architecture, so they have a misguided sense of what is important for performance. I got eviscerated for saying that the last thread ~_~
It's easy from the business perspective:It is interesting to see that the majority of the voters has a 64 bits OS. And I still wonder why people are so furious that this game should stay 32 bits
My laptop is running 64 bits OS since 2004 (linux) and 2008 (windows)
The advantage of direct access to more than 4 gig memory would be huge.
I have seen the changes of my 25 years of IT
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A lot of people in this forum hate admitting when they are ignorant and like pretending they know what they are talking about no matter how painfully obvious it is that they do not.
A perfect example of this was a pair of posters on another thread who insisted that there was 'no such thing' as an 'historical fact'.
LOL really, wish I saw that thread. Need a good laugh now and then
Um, I just Googled what a "network stack" is, and it seems to be the layers of protocols encapsulating a packet, which I'm sure have nothing to do with CPU architecture.I do not know (nor pretend to know) actually how much impact 64 bits would have on the single player game. But I am sure that it will have a large impact on multi player games. Just because the network stack can be much bigger. And that is a big issue on 32bits operating systems.
64 bits has more impact than only on the 3.7 gig memory boundary
Also, if 80% of the customer base has 64 bits then it is ok to switch I think. Because the 20% left out will sooner or later upgrade. So that is also easy defendable from a business perspective if it creates a better game.
I do not know (nor pretend to know) actually how much impact 64 bits would have on the single player game. But I am sure that it will have a large impact on multi player games. Just because the network stack can be much bigger.
oh my... this again...
Will paradox games be 64bit? Yes, probably when they build their next engine version. Before that, probably no.
Why? Because 64bits offer no advantage unless your program is designed to use more than 4GB of memory. Their engine is not designed for that. Usually paradox games use less than 1GB.
About multithreading:
They added multithreading with some of the HOI3 updates. It improved performance dramatically. Especially if your CPU had less single core power (HOI3 in my old laptop went from unplayable to quite fast in one update). Now the engine theoretically uses as many cores as you have but since it is extremely hard to divide the program flow to many threads, the advantage given by multiple processing cores gets smaller and smaller when you add cores. I have found that EU4 runs better with 4 cores compared to 2 cores but i noticed no difference in 8 core and 4 core systems.
For those who are not programmers:
you cannot just divide a program for several cores. You have to specify which things are done where and synchronize the process and mostly the cores end up waiting others to finish their tasks to be able to continue. Multithreading is extremely powerful tool with easily scalable tasks such as image or sound processing (or in any application where you can have a large series of unrelated operations) but much more difficult with games that have to follow certain synchronized logic.
My hardware is Quad-Core Core i7 920 with hyper-threading running at 2.9ghz. Chrome was running in the background with a few idle tabs, and Task Manager of course. Baseline CPU usage was 1-2% with no game running.
EU4, in my game at 1535.
- 1920x1080 windowed fullscreen/borderless mode
- I launched a coalition war with about 10 nations on either side, then set the game at speed 5.
- I left the UI fairly zoomed in, close enough for ships and armies to be moving about:
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EU3, loaded the 1701 bookmark.
- 1920x1060 windowed (I dropped 20 pixels off the resolution so it didn't get clipped.)
- Played as France, putting me at war with 4 or 5 nations with 3 or 4 allies. Game speed 5.
- UI zoomed in again.
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So, yeah. EU3-DW is not really "multi-core", as they sayI think we can assume the maxed out CPU core is one thread for AI/game calculations, and then there's another main thread for the UI which shows as the 20ish % usage CPU. It might be that there's also a second active thread for the UI, showing as the 10%-ish core usage (polling for user input maybe?) Or that could just be Task Manager (seems a bit high for that, though.)
Note that coincidentally we see 25% total usage in both shots. Actually the EU3 usage was averaging more like 15%, I just happened to capture it at a higher spike. EU4 was very consistent around 25%.
It is still note-worthy that EU4 pretty much maxed out one CPU while others were no more than 50% (even taking into account the fact that there are only 4 real cores between these 8 graphs.) I suspect there's still not the ideal level of parallelism in its AI operations and general housekeeping operations. But clearly it's vastly better. And I expect EU4 is doing a lot more work than EU3 had to do overall.
And of course the key question is not "how does the game balance across cores", but simply "does the game run smoothly." And yes it definitely does on my system. So while there might be technically and optimally more balancing/parallelising to be done, it's not actually impacting the game; at least on my hardware. So any further work would quite likely be premature optimisation, and I think they've optimised it very well for the requirements.
Maybe EU5 will spawn one thread per AI nationOr a thread pool of 10-15 so that AI nations can be swapped in and out when they're at war or otherwise doing more work, giving them a dedicated thread when they need it and a shared thread when not. Hopefully by then the AI will be so sophisticated, it will warrant that!
There you go!![]()
All our modern games try to utilize full parallelization of complex problems, unfortunate we cannot all ways take advantage of multiple cores/cpu:s
AI is multithreaded in most of our games
also this:
Um, I just Googled what a "network stack" is, and it seems to be the layers of protocols encapsulating a packet, which I'm sure have nothing to do with CPU architecture.
And no it's not ok, it's losing more than one tenth sales for a nigh noticeable benefit.
My assumption is based on my knowledge of high-end databases. And I know that one of our problems with 32 bits was network because the more connections you have the more memory it uses. And if you are hosting a game you will get a lot of connections and a lot more data. That is why I think that for muli-player games, especially with many users 64 bits will almost be mandatory.
The requirements of a database is inherently inapplicable to a computer game game. Your 32-bit performance issues are because databases (Oracle?) wants to cache the data in memory to avoid unnecessary I/O when serving requests. It has little to do with the number of connections per se, and everything to do with the fact that a database wants to be able to perform queries on many gigabytes of data as fast as possible.
This game does not do any of that. It mainly just communicate and synchronise game states. It handles much less data than a typical business database to begin with, and it certainly doesn't need to service however many requests for data operations that a database is expected to perform.
Databases and games are simply incomparable.
I do agree that the scale is different, but a game as this is also using a database architecture. And updating and syncing game states can become pretty large over time.
Its just that network on 32 bits architecture is limited to 1 Gb, in memory. So yes it has impact
And it's hard to just say that it's a barely noticeable effect if you do not develop the software. Everything we say he is just an assumption. If the game would be much better because of 64 bits it could attract more customers. So if you lose 10% because of no 32bits but gain 40% because of a great game it would still be a win for paradox. And that is how they will calculate. At the end of the day, they need to make money.
My assumption is based on my knowledge of high-end databases. And I know that one of our problems with 32 bits was network because the more connections you have the more memory it uses. And if you are hosting a game you will get a lot of connections and a lot more data. That is why I think that for muli-player games, especially with many users 64 bits will almost be mandatory.
Secondary, I play the game on a laptop with 32 Gb of memory what is probably not the standard. I did not run a 32bit OS in more than 10 years. I wanted long enough I think.![]()