That sounds horrible.Pops don't auto filter into jobs on their own, once they get into a Job, they stay there forever unless the AI moves them, or you do,
That sounds horrible.Pops don't auto filter into jobs on their own, once they get into a Job, they stay there forever unless the AI moves them, or you do,
Being able to grow one species at a time isn't an inherent issue, it's artificial. They could easily have allowed each present species to grow on a given planet, like they did pre-2.2.I still think the best/easiest answer is to remove individual pops to represent large populations, not only is it not even close to realistic, it creates some terrible mechanics, such as only being able to grow one type of species at a time.
How so? Are you thinking that I'm saying they don't go into a job when created? Because if you read just a tiny bit further, you'll notice I address that.That sounds horrible.
No, it sounds horrible because I WANT pops to auto-balance into available jobs. Not have to wait for pop growth or manually move them.How so? Are you thinking that I'm saying they don't go into a job when created? Because if you read just a tiny bit further, you'll notice I address that.
It's not horrible imo, there's no reason pops should be shifting between jobs repeatedly at all. It results in deficits being created, which causes a player to need to micromanage jobs anyways if the deficit is harsh enough.
"Pops create the most lag. You can't really optimize it much past what is done now"
there's no reason pops should be shifting between jobs repeatedly at all
Until performance is fixed I can recommend the following mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1882139456
Not ironman compatible.
Edit: Has to be placed at the bottom of the mod list in the new launcher.
I may have been quiet the past few weeks, but that's because there's nothing new and we have to wait until early next year to perhaps finally get a working game.
Just wishing everyone here happy holidays and to have patience, other than that, I'm staying away from the game until this get resolved.
And how exactly do you plan on mutltithreading Colission and Movement? Because last I checked, both work on the same game state part (position of objects) and are thus very much exclsuive.
Also, since you seem intent on comparing our genitialia/skill level, here are my StackOverflow and MSDN accounts... I showed you mine. Now please show me yours.
However there is still a relevant part of the Drawing Process that is CPU bound. Mostly stuff related to what the "camera point" sees.
Without that pre-filtering, the GPU would try to render the whole galaxy at once only to then realize that 99% of are not even in player view.
Isn't the GPU capable to do CPU-related tasks?Modern GPUs are optimised for modern graphics APIs, such as the latest DirectX and Vulkan, allowing for considerable off-loading of a lot, even much of the pre-filtering, to the GPU.
GPUs are very good at doing exactly the same calculation to lots of data at once. (This is what makes them so good at rendering pretty pictures.)Isn't the GPU capable to do CPU-related tasks?
Isn't the GPU capable to do CPU-related tasks?
And if so, could Stellaris benefit from offloading calculations to the GPU?
GPUs are very good at doing exactly the same calculation to lots of data at once. (This is what makes them so good at rendering pretty pictures.)
If you can express your algorithm that way, then there's benefit to be had from offloading it to the GPU, but the Laconic Reply to Philip of Macedon applies.
Nice set of Buzzwords, but not a answer.By casting objects to different threads, and letting the thread-handler manage those. Duh. I'll worry about what they're doing when they signal.
Really?No. I'm not tendering for a contract with you and that's none of your business. Put your academic e-peen away.
Nice set of Buzzwords. Show. A. Example.Modern GPUs are optimised for modern graphics APIs, such as the latest DirectX and Vulkan, allowing for considerable off-loading of a lot, even much of the pre-filtering, to the GPU. Draw calls can be very minimal, as long as a game utilises the appropriate API fully. Stellaris is probably too old to be making full use of these benefits, though. Backwards compatibility is also often built into later graphics APIs, but this is pretty useless if the game again hasnt been updated to take advantage of that.
The graphics pipe in Stellaris doesn't appear to be a major hog of CPU, though.
Multitasking only works for very specific problems. The GPU style of programming more then most.Isn't the GPU capable to do CPU-related tasks?
And if so, could Stellaris benefit from offloading calculations to the GPU?
Yes it was.Nice set of Buzzwords, but not a answer.
I wasn't. But I do have one process doing it when it needs to only when it needs to.How exactly did you plan to have two pieces of code work on the same values in paralell?
Yes.Really?
I didn't, I called you an academic. I challenged some of the knowledge you were giving with knowledge I have. But instead of a civil discussion about what and how we know, you resort to being a troll who likes to insult and bully, wave around some credentials any wannabe can get, and show that you are only interested in being right.The why did you consistently claim I am unskilled?
No.Could it be that you are just full of Buzzwords with no skill?
No. Buy one of my games.Nice set of Buzzwords. Show. A. Example.
Yes and no.
Yes, the actuall drawing of Pixels on a image is done by the GPU.
However there is still a relevant part of the Drawing Process that is CPU bound. Mostly stuff related to what the "camera point" sees.
Without that pre-filtering, the GPU would try to render the whole galaxy at once only to then realize that 99% of are not even in player view.
If this was already considered I would be interessted in the arguments why this was not done.
Now by multiplication of the matrices and if needed a bitmap you can calculate all the necessary things on the gpu.
...and used by a lot of games by the way to simulate complex economy.