As the person who suggested a Performance Megathread, this wasn't the Devs fault. This was my fault. I got tired of EVERY thread devolving into people trying to be excited about anything new because every third post was "but what about performance" when Jamor and the devs have already said they are working on performance tweaks, AlphaAsh has been posting some stuff he's tried in mods that seem to have helped (AND... GASP... the devs have been very open to using modders work that works!)
So yes, let's have one constructive thread where people can really help the devs focus on what is REALLY dragging down performance (that post right above mine with AlphaAsh linking to a bunch of threads of documented fixes, tweaks, etc is kind of amazing) because I know EVERYONE wants Stellaris to run better. Literally EVERYONE wants this game to be amazing.
So rather than ruin a bunch of threads and spread potentially helpful information around, let's everyone agree to keep it focused and on-task.
This IS NOT like the FTL or Sectors discussion MegaThreads. Those were things the Dev Team weren't going to change because they were deliberate design decisions. The Performance Issues are obviously things that aren't "Working As Designed", they NEED to be fixed. So people... here's your chance. Be productive, give feedback, show your tweaks and your suggestions. FIND OUT WHAT IS BROKEN.
And this isn't sarcasm, you'd be amazed how often something ridiculously tiny gets overlooked and someone out of the blue finds it. Crusader Kings 2 was using a null father for stat generation on legitimate children for _3 years_ until someone caught the bug. NOBODY NOTICED FOR 3 YEARS.
Guys, this is your chance for glory! Purge the Lag! Performance for the Performance Gods!
I will give you the benefit of doubt here.
You see, right now it's the calm before the storm since new anouncements and updates are coming our way. If there will be fixes and honest effort in solving this problem all will be ok, otherwise expect the comunity to explode.
But back on topic. There are a few considerations that are not mentioned when discussing this, while on the other extreme we have people who discuss coding and architecture as if the community and all of paradoxs' client base is made up of system architects (not even just coders)!!
The issue is multifaceted. Galaxy size is an important factor that drives the actual number of pops. There are other things that impact performance, but they are seperate and the effort-to-speedup ratio is much higher, meaning more results for less coding on the Devs part.
The drop in "performance" can also happen in a small/tiny map. If you play long enough, terraform everything and build ringworlds and habitatats then you can understand that galaxy size is irrelevant. In the same manner, a 1000 star map can go fast, if most life is wiped out. Will that happen before your pc crawls to a halt? Probably not, but who knows?
Then we have xeno compatibility, and play style. Empires with many races on each planet work as lag multipliers. The issue even exists when you are moving pops from planet to planet. With many species and subspecies, the lag is unberable. In my last game that I've almost quit, Moving pops from a vassal that I integrated to my 500+ pop ringworld was a horrible experience: about 2-3 SECONDS per pop transfer with the game paused!
For my PC specs, I've realized that total *galaxy* pops should not exceed 4000 to 6000 pops, this includes natives, fallen empires and other empires not just my own stuf. At that level of pop count, the rate that days pass by is like 800% to 1500% slower compared with the rate at the start of the game. We can debate about the subjective patience of each gamer and if he's willing to sit on the computer and play at the rate of x years per hour. You can spend a lot time paused and that's a different type of behaviour, the trick is when you are just waiting for time to pass and the clock is ticking. The point is that the first 100 years can be played in a few hours, while in the end game it drops to 7 hours for 10 years. Potato PC or Master Race PC doesn't really matter - it's just kicking the bucked down the road to another pop count: 10k? 20k? You get the point. I would love it if PDX comes out and specifies what was their design intent in pop numbers for the base game, all DLCs and recomended specs. Of course they won't provide any concrete numbers.
Then we have the cool mods. You know all those that add more job types, more building slots, more hull types, more components, more scripts, more star systems (hello interstellar habitats & ring worlds!) They take their toll for sure and can make the game extremely slower, but add greatly to the fun of the game. Many abstractions that are discussed as solutions would kill modding for AI empires, not that AI is even barely competent in using modded stuff - hell, it can't cope with what's in the game straight out of the box.
As far as I'm concerned, I only play tiny/small. Yes, I can start a medium+ galaxy and play ok for the first 100 years, but I can't finish any of those games, and by finish i mean reaching 2500+.
We don't know what they are working on, and how they are working on it. There are many teams in Paradox. The people who work on performance, could be approaching it from a high level/ script point of view, while not making any changes to the engine (which is almost useless). it might be that ony marginal changes can be made into clausewitz for this, due to the extreme cost of re-engineering large parts of the base code and content that is already out.
In conclusion if you are going to PDXcon please ask the director of stellaris this: Is he expecting this game to last 5-8 more years worth of DLC and if yes, are they going to take a cost hit and improve the base engine to have a playable game from start to finish? I understand that it's impossible to expect a smooth experience with 2 million pops, but it should be able to cope with 50-100k. If they can't do that, then they should scale down the complexity and simplify systems to provide a solution.