if this doesn't make the game run smoothly then it's not my fault.
On the other hand, there will be more to do for you during those phases, so it might mater a lot less?The more Empires there are, the more pops, the more fleets, the more lag. But with just a handful of Empires, the new expansion features will be irrelevant.
Single Core performance is what maters the most.I'm upgrading my PC to a 'mid-range' build very soon, I'm custom assembling the parts from this list:
https://uk.pcpartpicker.com/list/n4rfNQ
Taking out the peripherals and the cost of the new monitor it's pretty cheap by itself, AMD Ryzen 2600 should absolutely tank my AMD Anthlon II X2 250 That I've been running on for the last ten or so years (ripipip).
Not to mention it has some decently optimized RAM in it just to better work with the AMD core, if this doesn't make the game run smoothly then it's not my fault.
If you know the magical way to Multithread the calculation of the Fibbonacci sequence (and nope, storing the sequence does not count as calculation), tell us.It is absolutely not your fault. It is Paradox's fault for having such a poorly-threaded, antiquated engine that they are trying to push way past its limits.
Anything that was a bottleneck and could be multithreaded has been - usually with a massive redesign to the mechanic. Just look at Migration, wich was redesigned twice for MT support
I'm upgrading my PC to a 'mid-range' build very soon, I'm custom assembling the parts from this list:
https://uk.pcpartpicker.com/list/n4rfNQ
Taking out the peripherals and the cost of the new monitor it's pretty cheap by itself, AMD Ryzen 2600 should absolutely tank my AMD Anthlon II X2 250 That I've been running on for the last ten or so years (ripipip).
Not to mention it has some decently optimized RAM in it just to better work with the AMD core, if this doesn't make the game run smoothly then it's not my fault.
It is the same basic math and parallel AI Agents they had since Shogun.The underlying problem is that the engine is over eight years old and just wasn't designed to carry the weight of the sheer depth of mechanics present in Stellaris today.
On the other hand, there will be more to do for you during those phases, so it might mater a lot less?
Single Core performance is what maters the most.
Because despite what CPU Manufacturers hyped, Multithreading is not a magical "solve all performance problem" bullet. It works for some very specific problems. And the kind of problems of wich games usually have very few.
If you know the magical way to Multithread the calculation of the Fibbonacci sequence (and nope, storing the sequence does not count as calculation), tell us.
Because that is nothing less then you request with "more Multithreading".
Anything that was a bottleneck and could be multithreaded has been - usually with a massive redesign to the mechanic. Just look at Migration, wich was redesigned twice for MT support
It is the same basic math and parallel AI Agents they had since Shogun.
The script language for modding is also nothing special.
The only thing that was mostly unchanged is the drawing part, because those usually require low level code close to the machine.
So your argument is that they allowed a too high amount of Galaxy Size, AI Palyers and Units? Because picking those values to high would kill every Game Engine and is apparently the developers fault.If you write a game that can't keep at a reasonable performance even with the best consumer hardware on offer, that is 100% on you.
I'm upgrading my PC to a 'mid-range' build very soon, I'm custom assembling the parts from this list:
https://uk.pcpartpicker.com/list/n4rfNQ
Taking out the peripherals and the cost of the new monitor it's pretty cheap by itself, AMD Ryzen 2600 should absolutely tank my AMD Anthlon II X2 250 That I've been running on for the last ten or so years (ripipip).
Not to mention it has some decently optimized RAM in it just to better work with the AMD core, if this doesn't make the game run smoothly then it's not my fault.
So your argument is that they allowed a too high amount of Galaxy Size, AI Palyers and Units? Because picking those values to high would kill every Game Engine and is apparently the developers fault.
The more Empires there are, the more pops, the more fleets, the more lag.
I'm upgrading my PC to a 'mid-range' build very soon, I'm custom assembling the parts from this list:
https://uk.pcpartpicker.com/list/n4rfNQ
Taking out the peripherals and the cost of the new monitor it's pretty cheap by itself, AMD Ryzen 2600 should absolutely tank my AMD Anthlon II X2 250 That I've been running on for the last ten or so years (ripipip).
Not to mention it has some decently optimized RAM in it just to better work with the AMD core, if this doesn't make the game run smoothly then it's not my fault.
I don't know:
I don't think anyone else here does either, it could be anything, chances are that if there's room for even a 25% increase it'd be dramatic though. This is a problem with the average issue of multi-core processors, that is, how optimized tasks are on average out there. And chances are, it ain't much.
- The source code for Stellaris.
- How to assess how parrellized it is (optmized for multi-core processing).
- How to make it so, or even how to assess at what percentage it is.
My experience from talking to most programmers is they don't even want to touch parallel programming because it's the sane approach.
The example I've found from brief foray onto the internet is that a lot of games tend to segment their tasks into a job list these days (but no citation there).
Again though no-one here has Stellaris source code so you can only guess why it's poorly running.
If you want to use clausewitz for an argument I'd be interested to see what developers themselves had to say about it. Because as far as I know you can't have even licensed it since 2015.
https://forum.paradoxplaza.com/foru...-code-questions.469819/page-322#post-16787190