Confirmed Stellaris - Performance with leader windows active is poor

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joptimus

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Description
Performance with leader windows active is poor

Game Version
3.8.1 (cdec)

What version do you use?
Steam

What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Distant Stars, Ancient Relics, Lithoids, Nemesis, Aquatics

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
When enabling the leader window, performance tanks by 50-60%. All other windows from the navigation bar only reduce performance by roughly 10%.

Steps to reproduce the issue.
Start game, enable leader window, show fps with 3dstats command.

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Bullborn

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I'm seeing this as well - and the more mods are added, the worse it gets.

Vanilla: 100fps -> 70
Vanilla + UI Overhaul Dynamic: 100->40
Vanilla + UIOD + A few more mods: 100->5
Vanilla + A few more mods (without UIOD): 100->20


So my take away is that the more mods you add, the worse it gets. I've tried separating out the mods to see if one was the culprit, but it seems most mods regardless of what they do make the performance of the Leaders window be worse.

I've also tried deleting all stellaris folders (documents folder, game folder and workshop folder, but it still happens)
 
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Tremnei

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Hi thank you for your report the issue has now been added to our bug database.
 

Bullborn

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Some more info on this:
3Dstats says:
Frame time at 10ms / Render time 7.3ms with leaders UI closed.

Open leaders ui:
Frametime 155ms / Render time: 68ms

If I minimize the "Your leaders" and "Recruitable leaders" the problem disappears and it returns to the expected 10ms frametime. So it is the lists of leaders causing the massive increase in frametimes.
 

Bullborn

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I modified "paragon_ui_types.gui" so it wouldn't show the character portraits in the leader list, which dropped my frametime from 155 to 95ms. Which is better, but not solving it, so I don't think it's just the animated portraits causing the issue. Seems more like a looping lookup issue so the more entries are in the list, the worse it gets.
 

Bullborn

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So a bit of speculation :)

In "paragon_ui_types.gui", it says at the top:
# Most content items are optional and will not raise errors if omitted (obtained via GetXRecursiveNonAssertive):

Is it running that recursive lookup for all entries on tick? If so, I suppose that would explain the massive performance cost and why the more entries there are, the more expensive it gets. Just a thought.