Why obligatory bad lategame performance is a lie

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urogard

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Jul 17, 2017
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The crux
This is yet another thread pointing out why bad lategame performance is for a large part not caused by the Engine itself as is claimed in many places (to a degree everything is caused by the engine, so obviously the engine is ultimately responsible for good/bad performance, this is about what's causing problems even though it shouldn't be).

This has been also tested on my laptop with a much better CPU but worse GPU and the results showed the same pattern.

I can't see into the game code but the following test (which anyone is welcome to repeat and post their results) shows that it's not a CPU-related-tasks-in-the-background issue but by and large a mostly horribly-resource-consuming-way-of-dealing-with-UI-elements (which you're completely incapable of disabling to speed up the game).

Game Settings
1,000 system galaxy
Year 2276
97% of systems within somebody's borders
All mods disabled

Test Data
Original player empire (120 Planets):
Galaxy view zoomed out: 11-13 FPS
Galaxy view zoomed in (showing fleets): 11-12 FPS
Galaxy view zoomed in (showing fleets + colonies/stations): 6-7 FPS
System view: 12 FPS
30 days pass in 58 seconds

Switching control to the largest AI empire (30 Planets):
Galaxy view zoomed out: 40 FPS
Galaxy view zoomed in (showing fleets): 38-40 FPS
Galaxy view zoomed in (showing fleets + colonies/stations): 24 FPS
System view: 44 FPS
30 days pass in 45 seconds

Switching control to a small AI empire (5 Planets):
Galaxy view zoomed out: 60 FPS
Galaxy view zoomed in (showing fleets): 60 FPS
Galaxy view zoomed in (showing fleets + colonies/stations): 60 FPS
System view: 60 FPS
30 days pass in 42 seconds

Summary
You can literally make the game run 25-30% faster by simply switching to a 5-colony sized AI empire.
If the CPU-related tasks in the background were the cause of the problem, then switching to a tiny empire should make the game run significantly slower because the AI now has to deal with managing a huge empire taking up most of the galaxy.

The most obvious explanation is that what makes the game run slower isn't the galaxy progress itself, but badly coded operations:
- daily/constant sector AI checks which pops it should move onto wrong tiles against your will (as opposed to monthly checks)
- daily/constant checks running against your planets to let you know which planet generates too much unrest (as opposed to monthly checks)
- daily/constant checks which of your hundreds of systems within your radar range now contains an enemy fleet (as opposed to monthly checks)

There's probably a lot more, this is just off the top of my head and all except the first one (since that one is objectively verifiable that it happens) are speculations how exactly it works. But there's probably a lot more that falls into the same category and slows down the game exclusively due to control of the player empire rather than slowing down due to state of the galaxy as a whole.

Giving the player the ingame option to disable these (and all other related) checks/reduce their frequency would help everyone speed their lategame up significantly, as proven by the data. Wiz and others are welcome to provide input on these operations and which of them cause the largest resource hogging to enable a discussion on how they can be meaningfully tweaked.

The UI-Problem
A reason why these checks can't be the sole issue is the fact that the game slows down already by zooming in the galaxy view to show mining stations/colonies. And even if you tick the checkbox to hide mining stations the performance doesn't improve (or by a negligible fraction of the performance drop from zooming in). And all this slowdown even while the game is paused, no CPU operations simulating galaxy progress are happening.

Switch to one of your small vassals with whom you share your sensors so they see the exact same systems with the exact same number of mining stations/colonies and you immediately get a performance boost up to 40-60 FPS. This shows that it's not a GPU problem with displaying many mining stations, since the vassal sees exactly the same view as you.

vassal.png
player.png

Conclusion
The next time someone says that poor lategame performance in stellaris is because of the engine or CPU intensive tasks involved in running the galaxy, you'll know that they are lying or have no clue about the actual cause or how the game runs in general.
The actual reason is terrible UI implementation eating up more resources than it justifiably should by a large margin.
 

NEXUS12

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I appreciate you taking the time to implement these tests.

So, judging by what you have found do you think upgrading a CPU has any merit? I have a AMD FX-6100 6-core which is quite old, but I've not bothered to upgrade it because of all the 'engine is the problem' posts.
 

SolSys

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The HoI4 team did some optimizations on the UI front [most would also be ported to CK2 in the next patch] so maybe Stellaris can port them too [if not already].

@Wiz / @Jamor , can you comment on whether this is planned for 1.9 or even if it has already been implemented in the game?
I specifically refer to this HoI4 DD [UI bulletin at the bottom].
 

Caligula Caesar

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Stellaris has already been doing a bit of improvement here, it should be noted. Specifically, when I started playing on 1.3 or 1.4, it was almost impossible to select fleets above a certain number of ships as the game would grind to a halt. They have improved that, though my computer still struggles, hence why they have brought in an absolute fleet cap too.
 

urogard

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So, judging by what you have found do you think upgrading a CPU has any merit? I have a AMD FX-6100 6-core which is quite old, but I've not bothered to upgrade it because of all the 'engine is the problem' posts.
My desktop CPU is 10-20% worse than yours.
My laptop CPU is ~2-3 times better

You'll get 20-30 an extra years of "normal" gameplay by getting a high end cpu.
The UI screwups in Stellaris are just so bad that it's more or less irrelevant what kind of CPU you get.
 

Ediros

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Could we get Wiz or anyone else to respond about this? I mean, if the issue lies in the UI, not the engine, it should be easy to fix right?

The endgame with huge number of planets is unbearable and something has to be done about it. I mean, they locked out the number of ships there can be in a single fleet simply because it overflowed and disappeared, instead of redesigning the UI or something. I really hope they do something about it.
 

CrowScape

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Are you mad? All this CPU use is obviously necessary to keep players from accidentally screwing up the carefully chosen sorting of the Outliner by dragging and dropping. Eliminating that will bring anarchy, sir. Anarchy! I will not have it!

Having a day take a minute to process is a small price to pay for order.
 

urogard

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So by knowing this, would it be easier or more difficult for the dev team to upgrade performance? I appreciate you took the time to figure this out by the way.
only the dev team can answer that.

But here's my best guesses (100% speculative and hypothetical and my most optimistic guess) as to what could be offloaded onto mods to have people play with:
UI things that cause slowdown => probably unlikely
Ingame regular/daily checks that happen way more often than they need to which then cause ingame days to take longer to process => quite easy

If anything, post-synthetic dawn the game runs a lot slower than it used to on my machine. Pre-SD I could have had 300+ planets before experiencing similar slowdowns as I have now with 120 planets.
I don't intend to even remotely imply that the game runs 2x slower than before, I don't think that's the case. Some parts of it run verifiably faster than before, but overall there's a noticeable decrease in performance.
 

Caligula Caesar

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Something I've noticed with SD is that before, my computer never got too hot and shut itself down, now it does it increasingly often.
 

Kayden_II

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Ok, I don't really know, whether I've understanded this correctly, but let me say ...

Would the game has something like ...
1. "Message-Settings" in which I could activate, but mostly deactivate unnecessary notifications ...
2. "Fog of Peace/War" in which I can't look into everything in regards to the galaxy-/star-system-view in regards to the AI-empires ...
3. "Sector = A less restricted form of a vassal" instead of "Sector = A more restricted form of a core" ...
The game could run more smoothly ? ...

By the way and in regards to my 3. point:
Have you tested the case to create a vassal / vassals from your "Original player empire (120 Planets)" and to transfer a lot of your colonies to them ?
 
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urogard

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Have you tested the case to create a vassal / vassals from your "Original player empire (120 Planets)" and to transfer a lot of your colonies to them ?
Just for you ...

Increased the FPS to 30 up from 7 (400%+ increase) simply by gifting all planets to vassal.
It increased to 39 FPS after deleting all my fleets, transports and civilian ships.
Switching control over to vassal shows 7 FPS as with player before. (so effectively the situation is reversed)

Basically the whole UI setup appears to be a giant middle finger to everyone ...

trade-planets.png

trade-planets-vassal.png
 

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Drowe

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@urogard
I have an alternate explanation for your results. And that is, that certain operations are calculated less frequently for AI empires than for player controlled empires. Especially if those operations are related to Pops, you would expect to see exactly what your results show. It's only a guess on my part, but it would fit your data at least as well as your own hypothesis. The late game slowdown is probably caused by multiple factors, not one single cause.
 

DetCord

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The problem is that the game pretty much only runs using a single thread. It doesn't offload cycles to other cores, it doesn't use MT and if your rig is OC'd it doesn't care, its a 32bit app and its going to stay that way. The only way to remedy this issue is for PDX to develop a new engine that actually utilizes the components at its disposal. With the manner in which they flood their games with typically superficial DLC, designing a new engine seems pretty remote with regards to investment/return.
 

Apollo1784

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this is very interesting can any devs comment on this?
 

dying0d

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I had a thread in which i did this and asked the devs if they plan on implementing what the hoi4 dev team did for outliner ui lag ( and similar teata showing it wasnt caused hy the engine and trying to stifle all the 32 vs 64 bit coding arguments that always popped up)

It is in fact, causes by something in the code, our few people testing instantly went to where you got to, the sector pop shuffle. I also stipulated more was at play, as my limited knowledge of ai coding and all, probably multiple frequent checks on things that could be metered down to be less frequent than theu currently are.

I also was in on some background diagnostics on hoi4 and how that game grinds to a halt after a few years of ww2, with the best working theory being something involving division movement checks that go on for each tile a division enters, and how willy nilly the ai can be sending divisions everywhere constantly.

I think there is much behind the scenes going on and possibly conteibuting, but some of itbdoes come from ui related and graphics rendering bottlenecksbof some sort
 
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