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Kingman

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Mar 15, 2008
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Are the devs looking for more performance enhancing fixes for 4.0.21?

At this moment the performance gains are not yet fully achieved and they were what I was really looking forward to in the rework.

What is the current situation about this topic?

Thank you
 
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Still work in progress. Pops are no longer a reason for poor performance. There now is no longer a main contributer but the sum of a lot of different causes. Each of them having to get looked at and adressed one by one. This takes time.
 
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From my games, it seems like it's primarily some combination of ships, fleets, and combat.
Im not a developer so apologies if my question might be pretty basic but if the lag was caused by pops, trade, ships, fleets, and combat. By fixing the pops and trade shouldnt the current patch be giving much better performance already?

The other three systems didnt fundamentally changed that much
 
Im not a developer so apologies if my question might be pretty basic but if the lag was caused by pops, trade, ships, fleets, and combat. By fixing the pops and trade shouldnt the current patch be giving much better performance already?

The other three systems didnt fundamentally changed that much
The number of ships always has been a major performance contributor. Depending on how well a economy can be run the worse it gets as the more ships can be built. This was Nr 1 lag cause from 1.0-1.9. Pops (and trade routes) came with 2.0-3.14. 2.0 crippled the economy and former doomstack mil sized fleets were split up in way smaller fleetsizes. From then on the more the game got fixed the further ship amounts improved again bringing back the shiplag.
4.0 is in ship numbers probably close to the 1.x era.

Aside from this ancient lag contributor 4.0 now brought a lot of tiny lagging causes, caused by coding inefficiencies. Several things being calculated daily instead of monthly, others monthly instead of yearly. There are a lot of calculations going on. And all of this has to be identified and ironed out.
Like it had to after the 2.0 district system got introduced. But this time without unfixable performance drags like pops and trade routes.
 
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It probably doesn't help performance that corvette spam is meta again, so that's a ton of low individual-performance ships being spit out into the game because missile corvettes with artillery computers are presently oppressive
 
Is it a solvable problem?

The tough thing about performance in Stellaris is random things can cause huge performance hits. Like, why did little portraits in the planet UI cause such big problems and only certain portraits? (Was this partially solved or completely?). This reminds me of how some people had huge performance problems with the council screen when paragons came out.

Apparently having multiple construction ships set to auto construct causes a dip on performance?? ( )

Certain graphic settings such as VSync causes a hit in performance

So there are all these unintuitive sources of performance problems that vary based on 'cosmetic' choices and player habits. Like I only ever set one construction ship to auto but some people have a habit if setting ALL their construction ships to auto, then of course there is the guy who likes to build battleships vs the guy who likes to build menacing corvettes and so on. Stack up too many of these choices one way or the other then add in hardware differences and you have some pretty extreme performance differences between random players that can make it confusing to pinpoint the causes.

When you factor in all the DLC PDX wants to sell which takes both dev time in creating AND maintaining with each additional content addition and it just seems like they'll never be able to fix it all. It's just one desperate bandaid after another. Feels like PDX just plans to create DLC for Stellaris until it literally cannot run on even the dev's machines.
 
The recent 4.0 update was a huge step in the right direction as far as building towards far better performance as it reworked a core mechanic that was responsible for huge performance impacts. Now they will need to have a mind to addressing performance bit-by-bit. It might have had a million other problems, but from a performance standpoint, this was huge.

There remains some low-hanging front-end fruit that even YOU can fix on your own (like any instances of MTTH checks given those are checked almost constantly and can collectively be easily reworked), but for the most part it comes down to small things here-and-there (combat and ships, etc.).