Check the latest DEV diary. They've just dedicated some resources to improving the AI and lag in the game. With any luck we'll see the fruit of their labors with the 2.6 patch.
You got to love a high horse. But point takenBecause Multitthreading is not a magical bullet that makes thing go faster.
After all, 9 Women can not get a child in 1 month either.
Why would I need any high Animals? I simple speak about maters of fact.You got to love a high horse. But point taken
I agree but bad analogue; multithreading CAN speed up things if done properly and thoroughly while women can never give birth faster.Because Multitthreading is not a magical bullet that makes thing go faster.
After all, 9 Women can not get a child in 1 month either.
Yes, 9 women can produce 9 Children in paralell faster then 1 woman can do sequentially.I agree but bad analogue; multithreading CAN speed up things if done properly and thoroughly while women can never give birth faster.
Hi All,
Not after a debate but just wondering if there is a reason Stellaris does not utilise my CPU? Rarely gets above 40% and never above 50% . I have a load of resources available why isn't it using them?
Many thanks
After all, 9 Women can not get a child in 1 month either.
This is trivial if the tasks to be completed are not dependent on each other. So, you can run a thread to calculate the pop-job allocation in one thread, and trade in another - except the amount of trade is dependent on the amount of pops producing trade value... Some of the tasks may be interconnected without actually needing to be. In the example above, the trade value in a day might be dependent on the day before, at which point they could run separately.In any case, it's a bad analogy because producing children is not a situation that can be multithreaded while Stellaris is, and quite trivially. The correct response to Ringworm's question is "because Stellaris is badly coded".
This is called twin/triplets/quadruplets(/etc)... And I guess that would be kinda like running multiple instances of Stellaris on the same PC...How about overclocking a woman to have 2 or more babies at a time? I need more of that in my Stellaris games dammit!.
/thread derailed
This is trivial if the tasks to be completed are not dependent on each other. So, you can run a thread to calculate the pop-job allocation in one thread, and trade in another - except the amount of trade is dependent on the amount of pops producing trade value... Some of the tasks may be interconnected without actually needing to be. In the example above, the trade value in a day might be dependent on the day before, at which point they could run separately.
The "few" will break this back. See Amdahl's law (which you probably know, but should keep in mind that the percentage to spoil efforts is rather minimal). Also, overhead, synchronisation issues and so on and so forth. There is a reason why the most programmers among the forists don't advocate this approach, even if they are otherwise rather vocal about the current state of affairs. Based on the stuff @GnoSIS wrote a few pages back, this approach would mitigate the problem but not solve it. You'd simply open more windows which would become clogged in time.We have tasks that are grouped so that they are trivially completed without being dependent on each other. We call them "planets", and they create a situation that can be considered embarrassingly parallel. 200 colonized planets should trivially scale to 200 entirely separate threads (if desired) that only need to by synced to a few global gamestate conditions once during the intra-month period. There's zero reason for pop jobs to be slowing down the game with free CPU time available.
The "few" will break this back. See Amdahl's law (which you probably know, but should keep in mind that the percentage to spoil efforts is rather minimal). Also, overhead, synchronisation issues and so on and so forth.
Based on the stuff @GnoSIS wrote a few pages back, this approach would mitigate the problem but not solve it. You'd simply open more windows which would become clogged in time.
I'd wager that a switch to an event-based system (or hybrid) could yield better results. Of course, you'd have to try. And gauge which approach will result in less overall mess due to unintened side effects.
While the first part is nothing to loose sleep over, thats the bit which makes me leery.Agreed, but the point is that the reason Stellaris is not currently using all available CPU time efficiently is because it wasn't coded to do so. Stellaris is clearly capable of running significantly better using the current system. Certainly a better system could scale better, up to 10k systems or what have you, but that's not currently a requirement for the game.
Hi,
I have read quite a bit of this thread (not all of it, I admit). As far as I understand the performance issue had been widely discussed. Still it seems to me that nobody tried to provide a second-best solution. Ater reading, I still have a couple of questions
1) Let us assume we want to improve late game performance at the cost of giving up some features; which of these fix would you suggest as the most effective?
- A) Do not use all the DLC. Still, which DLC do you feel affects the most late game performance?
- B) Play a small galaxy, ok... how much smaller than the average one?
- C) Someghing else: please articulate.
2) Do you think giving up stellaris soundtrack can improve performance? Usually I listen my music while playing and I would be happy to give up in game sounds/music completely; unfortunately no such option is available. What do you thind about it?
I thank you in advance for any suggestion.