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Yeah, that looks like just the game is doing calculation. Like I said, I doubt there is anything PDX can realistically do to eliminate that entirely. Maybe in future title graphics and game mechanics are seperated more heavily so drawing map etc. can be smooth even if the simulation is being calculated in the background.
 
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Not gonna lie, it's kinda wild and embarrassing to make performance even worse in the supposed performance patch. You kinda wonder if they do even 1 test run before the release.
 
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I just want to say that the pop system does increase performance already - of course QA and bugs do get in the way in 4.0

Back in the beta, last month I played a game with a gestalt machine empire, now those have no pop ethics so you end up with 2-3 pop groups per colony.

I was able to play the game to the end, and had an equivalent pop count for v3.14 around 25-25 thousand pops, or 25,000,000 v4.0 pops.

I'm happy to report that the game was going much faster compared to 3.14.
 
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There is a small lag on every day tick which gets longer the more the save runs. Normally, after the 2300s the stutters become unbearable at larger galaxy sizes.

This video shows it pretty well, this is not pleasant to watch or play for me. There is no real slowdown for me, it just laggy and you can already see it after 50 years in, basically in early game.


Ah, I think that's different from the performance issue that some people were hoping would be fixed in 4.0. The big issue people were hoping to see fixed is simulation speed - days take longer as the game goes on, to the point it almost grinds to a halt.

The graphical performance you're seeing isn't something I experience, but it does vaguely bring a bell. Have you tried switching between full screen and borderless? I heard a while back that has a big effect on something.
 
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Ah, I think that's different from the performance issue that some people were hoping would be fixed in 4.0. The big issue people were hoping to see fixed is simulation speed - days take longer as the game goes on, to the point it almost grinds to a halt.

The graphical performance you're seeing isn't something I experience, but it does vaguely bring a bell. Have you tried switching between full screen and borderless? I heard a while back that has a big effect on something.

Yes, I tested on both. The simulation speed is not an issue on the x3d cpus and I enjoy playing with less habitable worlds, which helps a lot here.
 
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I'm wondering how many of ya'll have terrible graphical stutter even when paused. I've posted about this in the specific performance thread and in tech support, but I'm trying to understand if it's a rare issue only affect a few people or if everyone has it and are being awfully quiet about it. I know the team is working on it, but jeez it's frankly not playable now. The Sim speed isn't great, but I can live with that. It's what feels like the game have a 10% low of 1 frame per second.
 
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There is a small lag on every day tick which gets longer the more the save runs. Normally, after the 2300s the stutters become unbearable at larger galaxy sizes.

This video shows it pretty well, this is not pleasant to watch or play for me. There is no real slowdown for me, it just laggy and you can already see it after 50 years in, basically in early game.

I have this exact same issue with a 5800X3D, 7800XT and 32Gb RAM. It has also followed me across a few hardware upgrades and even a clean Win 11 install. No amount of changes to the game settings or AMD settings solves it. I get the problem from the start of a game and it gets progressivley worse such that the end game is a total chore. If you, or anyone else, ever finds a resolution, please let me know.
 
This game performs very poorly no matter what I do on Xbox series s, I might petition Microsoft for a refund, I bought almost all the dlc a few years back and it noticably looks bad, lag everywhere . This is the only game worth my time and I can't play it.
 
I'm wondering how many of ya'll have terrible graphical stutter even when paused. I've posted about this in the specific performance thread and in tech support, but I'm trying to understand if it's a rare issue only affect a few people or if everyone has it and are being awfully quiet about it. I know the team is working on it, but jeez it's frankly not playable now. The Sim speed isn't great, but I can live with that. It's what feels like the game have a 10% low of 1 frame per second.

I had this problem with ALL Paradox game for ages. Even when paused, they'd occasionally stutter when panning around the map (especially evident in Victoria 3). Persisted even after upgrading my CPU to a much beefier one. In the end, it turned out to be my SSD, which was apparently a bit too slow. NVME just solved a lot of problems like this for me. Getting a better PC might be old and overused advice, just throwing my 2 cents in.

As for the simulation speed, I may have noticed a tiny bit of an improvement, but I'm just extremely disappointed in how small it actually is. I really though that the pop and trade rework might make things a lot faster.
 
I had this problem with ALL Paradox game for ages. Even when paused, they'd occasionally stutter when panning around the map (especially evident in Victoria 3). Persisted even after upgrading my CPU to a much beefier one. In the end, it turned out to be my SSD, which was apparently a bit too slow. NVME just solved a lot of problems like this for me. Getting a better PC might be old and overused advice, just throwing my 2 cents in.

As for the simulation speed, I may have noticed a tiny bit of an improvement, but I'm just extremely disappointed in how small it actually is. I really though that the pop and trade rework might make things a lot faster.
There is a mod for 3.14 that effectively removed the trade lane calculations and it does give a phenomenal speed up. The fact that PDX failed to realise any of those gains in their own patch is pretty grim.
 
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My speculation is that there is too much clutter. The ai will build every arc furnace, dyson swarm, and orbital ring it can. Then it will build citadels in every system even ones that are in adead end that no enemy would go until you had already lost the war. Then if you are like me you build citadels on choke point and take unyielding meaning there are easily 5000 defense platforms to keep up with. Making the ai more decerning in what it builds and using single powerful stations instead of 300 defense platforms per station would probably help a lot.
 
Almost a month since the last post. Anyone benchmarked performance in the most recent patch?

I've been benchmarking performance for most patches since 4.0. Default settings, Grand Admiral no scaling, voidworms and cosmic storms off, set empires. I test the time to pass one year in observer mode on fastest speed at 2300 and 2400. Performance in 4.0.21 is a lot better than 4.0.1, but it's still noticeably slower than 3.14. I can't even say that it's consistently improving patch to patch either, sometimes it'll improve for a few patches only to get worse again the next patch.
 
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Thanks for the bench-marking. There remains a lot of work to be done in regards to performance as well as virtually all other aspects of the game. I'm really disappointed the pace of the patches has slowed down for the holidays and yet, some glaring bugs remain or pop up. I'm on the beta branch to help find stuff.