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Stellaris Immortal improves performance by, among other things, reducing the population by at least 66% (and much more than this for large empires, because there's a diminishing returns effect for additional planets) and the number of non-capital building slots by 80%. It's an interesting way to alleviate the symptoms, and some people may well prefer the mod's minimalistic approach, but only the Paradox devs can actually cure the underlying disease, which is that the basic system for assigning pops to jobs wastes absurd amounts of computational resources.
It also optimizes job searching code, reduces ship numbers, optimizes trade things that cause lag...
 
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He is playing with mods in that video so that's probably a factor.

I'd say the main hit on performance he's seeing is vacant jobs + unemployment, with a large galaxy, many opponents, and high ratio of habitables and artificial worlds then multiplying that. The mods he's using there are mostly graphical in nature, and should be having little impact on CPU load.

Although... although... apparently there is some rendering processing going on in the main game thread, according to some analysis from the community, so I suppose he could try a game without the graphics mods and see if he does get a performance boost. I think that'd be good analysis to follow up this video with.
 
Although... although... apparently there is some rendering processing going on in the main game thread, according to some analysis from the community, so I suppose he could try a game without the graphics mods and see if he does get a performance boost. I think that'd be good analysis to follow up this video with.

On my end, using the set of graphics mods I subscribed to is effectively dividing the speed of the game by ~2, at equal galaxy settings. Galaxy, planets' textures, stuff like that, + UI mods only. The speed I get with that mod setup, late game on 1000 stars, looks like what he gets in the video. It would still be quite slow, but I bet he would get a nice boost from going vanilla graphics.
 
I dont understand why you cannot lower the frequency of the job - worker checks, even if that decreases economic efficiancy. What about checking it once every two months?
I read that one modder is trying to put a checksum system in place that will take a look at a job category, those involved in it, do a bulk calculation and then put a checksum on that so that monthly checks don't have to do the calculations, just take the results. So long as there is no popping in and out of jobs then the checksum remains valid and is only recalculated annually. That would make for a sudden lag at the end of the year, but should (in theory) speed up the monthly pulse cycle. How you achieve that...I have no idea, but it sounds like a solution of sorts. That and prohibiting the AI from doing gene modding/tailoring which is an event that would change the checksum even if it yields no real results. I lost track of the mod author, but the idea sounds pretty good for a patch on a problematic system. I love the options that the Stellaris gives the player, but the AI seems to have problems with it.
 
...prohibiting the AI from doing gene modding/tailoring...

I can confirm that this provides a decent performance gain, whilst not really harming the AI. It's fairly easy to mod, and something I did in the last update of AlphaMod (2.3), along with disabling the use of the slave market by the AI.
 
I can confirm that this provides a decent performance gain, whilst not really harming the AI. It's fairly easy to mod, and something I did in the last update of AlphaMod (2.3), along with disabling the use of the slave market by the AI.

It also has the huge advantage of killing the horrendous subspecies spam done by the AI, I mean, Jesus, every late game I have ends up with each species having 20 subspecies with one or two pops each, with traits that follow no logic whatsoever. There is absolutely zero benefit to the AI being able to genemod its population, so I really hope the devs will cut that out, even if it doesn't improve performances significantly.
 
I don't like features the AI NEVER uses, but I think limiting the AI to strive to have no more than 2 subspecies would be fine. You could give it a bonus to gene modification speed, if necessary.
 
I don't like features the AI NEVER uses, but I think limiting the AI to strive to have no more than 2 subspecies would be fine. You could give it a bonus to gene modification speed, if necessary.

Or it could just always genemod for a specific selection of generic traits, and only do so every so often.

That way, it would only need a single subspecies, that subspecies would be guaranteed to always be useful, and it wouldn't genemod so often that it crippled its Society research (any more than it already does).
 
Hi guys! I'm with stellaris from the very start, I even preorder it. I love the game but from couple of last month's the game is unplayable for me after 100-150 years (vannila). It makes me really sad and angry at the same time because my pc us far stronger that required, and what is the point of starting new campaign every 200 years ? The lack of communication from dev team is even worse! From my side I can just say that I'm done, I'm not buying any dlc, any paradox game any more until it's resolved. I'm not calling for all people to do it, but i just gave up, I would love to enjoy stellaris but I just can't, and paradox doesn't care, so I will do the only thing that this company seems to care about lately: I will vote with my wallet.
 
I have been experiencing performance issues ever since Megacorp was released. It hurts me to say that I will probably never pick up this game again until performance is fixed. Some friends and I had a great time playing it, but if you have to resort to planetcracking and only playing fanatic purifiers to experience the game after 100 years it is not bearable anymore.

Sometimes I just want to turtle myself in, play a tall fanatic pacifist technocracy that just watches as the whole galaxy crumbles around them under the endgame crisis - but whats the point if you cant even get there?

Sad.
 
Right now ,I have a game with 25k pops, no other non-fallen empires at start, and what also is awfully slow then, is the resettlement. I believe, when I click on the resettlement bar, that every planet is calculated again (389 planets), and even worse, when I have then opened the both planets and I transfer a non-undesireable pop it also calculates every planet, it take about 1,5s to transfer pops (except the first pop, maybe because it has already calucalated it), but instant for undesireables (edit: and if the target planet has no vacant jobs, so when they get there as unemployeds it is also instant ). And the game pace also became very slow. There are just the ketlings and an One star Corporation Empire expanding the last 200y into my stars, as Vassals. I will try to fill some planets until there are no vacant jobs, and I hope it gets faster again.

edit : and oh, do 270 science vessels assisting research also decrease speed ?
edit : hm, deleted every ship, and have seen no speed increase ( I thought it would, 'cause the level upgrade from the science vessels with assist, on different days ( and not always a 1st or 2nd of a month)
 
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This is the only take on performance I have seen from the dev team :

Hi all, I'm Jamor and I'm the producer on Stellaris. I run the team's time and budget, the boring biz bit, while grekulf is the creative and design lead.

I publicly acknowledge there are AI and performance issues in the game right now.

I want you to know that maintaining things like AI and performance is a big and neverending struggle, especially on a game that is growing as large as Stellaris has. There's no one-button magic bullet solution that will fix it overnight. In some patches it is stronger, in others it lags behind. I have to follow my agreed release schedule and juggle the not-unlimited time and personnel I have to deliver that, but I can tell you that whatever I can possibly spare goes in to bug fixes and improvements. We're Paradox, we don't release a game and patch it twice and call it a day, we are in it for the full marathon. I was a PDX fan for a decade before I worked here (HOI 2 and onward) and maintaining that long term commitment is my personal guarantee to you, as a fellow fan.

The reason there's been no public news about fixes or improvements on AI and performance is simple: there are none yet. I'm not going to pull the wool over your eyes and promise something until it's done and dusted and in my hand to give. That's not my style. When we have it, you'll see it in a patch note. Until then I don't want to string people along with false optimism and empty promises.

About the process focused dev diaries: we don't want to go completely radio silent in those times before official announcements. Right now, we have our biggest max visibility PR event on the calendar coming up, PDXCon, and we naturally want to get the most eyes on us when we reveal our future plans. We need to get the word out with highest public impact so we can keep supporting this game and others, for ever. So, in moments like these, dev diaries and official communication will have to be about other things that won't spoil our planned reveal. Process stuff, an under the hood glimpse at how games are made, is interesting to some, but not all. If you don't dig it, just please bear with us for the official announcement and then you'll get a ton of in-depth feature DDs after that. The alternative is for us to just go completely quiet during those pre-announce high intensity dev periods, and I don't think anyone wants that.

We're here, we're working every day to make this thing better for you, our fans and supporters. We tell you as much as we can consistent with the needs of basic business security, and really prize our unusually close contact with our community, certainly unprecedented for a developer of our size. We want to keep that, so please be decent to my staff, and each other. Thanks for sticking with us through this journey, and there's much more to come.
 
Let me preface this thread by saying: I love Stellaris. The game is one of the best space grand strategy game out there right now. And anything that I say in this thread is not aimed at anyone personally. I understand that the devs are people, and that they have personal issues too. If I say something that is incorrect or offending, I apologize.

Generally, I refrain from talking about performance issues, since it is a rather divisive topic. But I think this issue is too severe to be ignored. Ever since the release of 2.2, performance has degraded significantly. Since then, we have received several patches that did mitigate the performance issue somewhat, but the game is still running sluggishly. I'm not as bothered by the performance issues as I am about the lack of communications from the dev team. Before 2.2, Wiz communicated more with the community. He tended to stick around a few hours after posting a dev diary, answering questions and clarifying certain parts of the diary. I also play HOI4, and the dev team of that game is also very good at communications (I don't know about the other games, so I can't say anything about them). Podcat (the project lead for HOI4) posts teasers a day before a diary, occasionally answers questions in random threads (along with other members of the team).

After 2.2, though, I noticed that there has been a decrease in communications. For example, in the last few diaries, there were less dev responses. Also, the devs didn't respond to many threads about performance issues, and didn't present any plan to fix the problem. Therefore, we don't really know if there is any plan to fix anything, and that lack of knowledge can lead to frustration in many people. Even if it's incorrect, some could presume that PDX is burying their heads in the sand, refusing to listen to the community, and that could hurt the company in the future.

As a fan of the game, I urge you: please communicate more with the community. Paradox games tend to have loyal, dedicated fanbases, and one of the reasons is that PDX regularly communicates with the community, which is not something a lot of companies do. We need to know what your plan is regarding performance issues. I fell in love with Paradox games first because of the mechanics, but also because of the higher transparency between the devs and the community (which is lacking in most games currently). And the lack of communications is definitely affecting the fanbase in a negative way.
 
Good news everyone, the first public acknowledgement by the Paradox team on there being performance issues in Stellaris has occurred. It is possible that the Dev team may prioritize work/put dev diaries on their plans to address some of our concerns.

https://twitter.com/StellarisGame/status/1196475871672094720
At least, what Aspec did have extracted them from their catatonic state on this subject...

Since actions are more telling than words...
I don't expect much from Paradox anymore after eleven month sadly. :(
 
I honestly agree. A lot have happened the last few months. The mobile game that was announced and then recalled. We have heard very little about it and why it was made. It is so far from what the fanbase want. At first I thought it was maybe a tongue in check joke. Developers not responding to the devdiary any longer. It isjust like all the dialog have disappeared and instead we are only getting talked to.