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Will do asap. Also a thing that maybe devs will notice is beta test will use paradox server but the loading time here is atrocious 15+ minute for a single save. On the other hand using "opt out of any beta" will make save loading very fast 2-3 minutes.
 
Is anyone running into an unusually big lag spike around the first of the year?? I'm running an iron man game and started noticing massive slowdowns around the first of the year [when game is saved]. This slowdown is much longer than the normal time to save game & move on.

For reference my current game is on a small [400 star] map, 0.25x habitables, no guaranteed planets, no mods, around 2500 with Crisis defeated.
 
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Is anyone running into an unusually big lag spike around the first of the year?? I'm running an iron man game and started noticing massive slowdowns around the first of the year [when game is saved]. This slowdown is much longer than the normal time to save game & move on.

For reference my current game is on a small [400 star] map, 0.25x habitables, no guaranteed planets, no mods, around 2500 with Crisis defeated.
This sounds like a hold over from the old patch. 2.5.x had those same slowdowns every first of the month when pops got rather large.
 
This sounds like a hold over from the old patch. 2.5.x had those same slowdowns every first of the month when pops got rather large.

Interesting. I shouldn't be having run-away POPs though. In a test game [observer mode] I ran what I assume is a much larger population through and didn't see these late game lags show up but I only ran that game to 2400 --- no AEs, no Crisis, but the Khan was effectively dealt with.

I wonder if there's some combination of high(er) pops PLUS Awakened empires PLUS post-crisis homework the game is spinning its wheels on??
 
Before Federations, ran smooth as silk. Yeah it would get laggy near the endgame, but I could just set my Priority to Realtime, and it would start working fine again.

Now, it just starts using about 76% of my CPU, runs super slowly - it takes like 1.5 seconds for a tooltip to appear - and issuing orders has like a 3 second delay. This is simply ridiculous.

Since I know someone is going to say "post ur dxdiag" here it is: https://pastebin.com/0UfsS0HZ , so it's not my computer that's the problem. I disabled all my mods.
 
Started a "cold war" multiplayer with 2 other friends on 800 star galaxy 12 AI empires, highest difficulty settings with federation on the server only. First 100 years was ok but after that the biggest problem was DESYNCS. Every 5 min and even on slowest speed, pause but once desync happen if one was to play we encountered lag to the point it would not register clicks and gave us interface bugs. We are 2330 now but its almost impossible to play. Speed wise is decent on normal but we cant test it on higher due to desync issues that i mention becoming even worse. Also there ware a few bugs around.

This was my multiplayer experience so far. I think i will start a solo play to see how performance is going. No federation or lithoids.

Not convinced to spend money on this yet. They postponed this for 3 months and its still full of bugs with huge desync issues.

I am pretty sad about this ...
I recently saw a tip about how to deal with desyncs that I got to try out after the release of federations. Previously we always used to try to either power through the desyncs or else to save up where we were and reload. This always just led to the desyncs happening more and more frequently until my friends would start getting game-breaking bugs. Then we'd try to reload.

So the tip I saw was that as soon as a desync happens, you need to reload the game to a save point from before the desync occurred. From a recent few games, it seems that this works in avoiding the time between desyncs decreasing exponentially with each one. 2 player games I've seen no desyncs at all in this patch, and with 3-4 players there's been maybe 3-4 desyncs over 15+ hours of games. In the last patch (and not reloading to before the point of desync when it happens) we actually stopped playing the game altogether because it would be desyncing every few minutes, crashing and bugging out and requiring frequent reloads.

I know it sucks losing up to 6 months to the last autosave, but god damn, it's so much better than the alternative.
 
I recently saw a tip about how to deal with desyncs that I got to try out after the release of federations. Previously we always used to try to either power through the desyncs or else to save up where we were and reload. This always just led to the desyncs happening more and more frequently until my friends would start getting game-breaking bugs. Then we'd try to reload.

So the tip I saw was that as soon as a desync happens, you need to reload the game to a save point from before the desync occurred. From a recent few games, it seems that this works in avoiding the time between desyncs decreasing exponentially with each one. 2 player games I've seen no desyncs at all in this patch, and with 3-4 players there's been maybe 3-4 desyncs over 15+ hours of games. In the last patch (and not reloading to before the point of desync when it happens) we actually stopped playing the game altogether because it would be desyncing every few minutes, crashing and bugging out and requiring frequent reloads.

I know it sucks losing up to 6 months to the last autosave, but god damn, it's so much better than the alternative.

I will test this, thanks !
I get desinks in the first 3-5 months after reloading now.
 
I will test this, thanks !
I get desinks in the first 3-5 months after reloading now.
Lol it was my advice :) And yes, it works for our mp team (8-10ppl) Previously, if we have desync, we reload save of day where desync happen and then we again have desync in about 6 months, but after we move to load older autosave (1 year) there no desyncs for next 50 years!
 
Is anyone running into an unusually big lag spike around the first of the year??

Unfortunately yes, and it's massive, game breaking! Read my bug report about it. I can't link it here, because I don't have five postings yet … The thread is called: "System-wide freeze of 5 minutes every first of January".

Added my savefile here, too.
 

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Lol it was my advice :) And yes, it works for our mp team (8-10ppl) Previously, if we have desync, we reload save of day where desync happen and then we again have desync in about 6 months, but after we move to load older autosave (1 year) there no desyncs for next 50 years!
Then thank you very much! It's made a huge a difference.
 
What do you mean it's not your machine? You have a 2.2GHz CPU. Which is relatively slow by today's standards.
you do know that his cpu boosts to 4.1? And due to stellaris engine limitations it should easily keep that boost as stellaris wont use 12 cores anyway, its laptop sure which im not a fan of but hes computer should be 100% fine in stellaris 4,1 boost, 16 gbs of ram, gtx 1070, unless theres thermal throttling included but with my issues since this patch i would blame stellaris too. Since federations patch my group just cant play multiplayer at all, huuuuge lag since the beggining (same host as before patch etc, tried different host) and then after 100+ years desync every day almost, totally unplayable since federations patch. Hes also stating that he didnt had problems before patch, so i would still be to blame software change rather than sudden hardware fault. Mr looking at dxdiag expert.
 
3.9 Ghz, actually. And it doesn't actually matter, because before Federations, it ran fine.
That's only if it boosts, and going by my CPU, it doesn't do it all that often. Even when Stellaris is maxing out the one core.

you do know that his cpu boosts to 4.1? And due to stellaris engine limitations it should easily keep that boost as stellaris wont use 12 cores anyway, its laptop sure which im not a fan of but hes computer should be 100% fine in stellaris 4,1 boost, 16 gbs of ram, gtx 1070, unless theres thermal throttling included but with my issues since this patch i would blame stellaris too. Since federations patch my group just cant play multiplayer at all, huuuuge lag since the beggining (same host as before patch etc, tried different host) and then after 100+ years desync every day almost, totally unplayable since federations patch. Hes also stating that he didnt had problems before patch, so i would still be to blame software change rather than sudden hardware fault. Mr looking at dxdiag expert.
He also didn't say anything except that. He could have changed the settings, expecting things to be better. He could be comparing early game to late game. There's not enough data to draw any reasonable conclusion, aside that his CPU is slow, and likely stays that way, cause boost doesn't always activate.

And most everyone else is reporting massively improved performance. So why would the exact same software run worse on his?
 
i cant speak from sp perspective as i dont play it all all but in mp performance both in terms of normal lag and desync (where u need to reload whole game for scratch) is 10x worse for our whole group exactly since day 1 federations patch.
 
i cant speak from sp perspective as i dont play it all all but in mp performance both in terms of normal lag and desync (where u need to reload whole game for scratch) is 10x worse for our whole group exactly since day 1 federations patch.
Is that a guessed number, or a measured number? The former is largely useless, as humans are very prone to error, especially when annoyances are involved.
 
That's only if it boosts, and going by my CPU, it doesn't do it all that often. Even when Stellaris is maxing out the one core.


He also didn't say anything except that. He could have changed the settings, expecting things to be better. He could be comparing early game to late game. There's not enough data to draw any reasonable conclusion, aside that his CPU is slow, and likely stays that way, cause boost doesn't always activate.

And most everyone else is reporting massively improved performance. So why would the exact same software run worse on his?

Well, I don't know. This is why I am posting in the performance megathread to see if other people had this issue and whether they have come up with a solution. Almost as though this is some kind of forum dedicated to games made by Paradox. My boost is always active, but it doesn't matter because again, the problem didn't exist before, as I have stated previously, and after Federations, it DID become a problem.

"Works on my machine" is a crappy argument.
 
Is that a guessed number, or a measured number? The former is largely useless, as humans are very prone to error, especially when annoyances are involved.
Eh, ok. So prior to 2.6.x we had maybe one desync every two or three complete multihour games. After 2.6.x as soon as you get desynced u got two choices: 1) drop to menu, rehost the last autosave, wait 3 min for people to download the save and hope desync would hit you 2) save after desync, rehost that save, wait 3 min for people to download the save and get desynced in hour, repeat, desync in 30min, repeat, desync in 15min, 200 years into the game? tought luck, desync every ingame month, literally. My group is not some rare case, plenty people complain on discord and reddit about it. Theres something really wrong with game since 2.6.x and if you have save that desynced once, something is broken and will literally keep desyncing you more and more often into the game. if u know the 'trick' to dont save after desync and roll with autosaves, still you will get desyncs in late game but every 30-60min lets say. Before 2.6.x we literally had maybe one late game desync in last 30hours of playtime, now we get desync every hour, so you were right, humans are prone to error, it may be 30x worse since 2.6.x.

All of group members have same hardware, software, isp (1gb fiber), no problems with connection in other games that we play, it literally changed with patch thats it, no other variables changed, we dont use mods either.

We even had 2 situations when we desynced during save loading when we rehosted the game, we also obv tried different hosts etc.
 
I just played a game on 1.0.3 by nostalgia and my god how fast the game used to be ! It was maybe twice as fast as today ! I know there is a lot more mechanics than in the past but I was expecting that all the performance update were somehow useful to counterbalance that.
It is a shame really, but it is also interesting because that means we can easily identify the part of the code that is draining the performance. I know that the pop system is often critized but even in the beginning of the game where there is not a lot of pops the game is not as fast as he use to be. They may be other culprits here (or the pop system is indeed really bad coded !).
 
"Works on my machine" is a crappy argument.
Except in this case, it is "Works on most machines". You are the outlier, not everyone else. Therefore, something you are doing or have is different.