Yeah, I actually didn't aim at a specific version. It just seems more visible now to me, but I maybe just didn't pay attention. Thing is, this specific behavior is hitting hard on my modding experience. I've been modding my games for 15 years now, mostly big compilations using other people's work, and more often than not I push games to stuttering state, then scale down a little by removing a thing or two, so the game is tailored to my PC. Depending on the game, I hit this state by CPU, GPU, or RAM bottleneck, and I very well end up hitting CPU bottleneck on GPU heavy games, or GPU bottleneck on CPU heavy games, RAM being rare.
In my experience, GPU usage is not supposed to drop when workload increases if not hitting a stuttering state, and Stellaris does that from day 1 with no stuttering. The thing is I don't care exactly what it is, the discrepancies in people's hardware for complainers and what is achievable by other companies with the same drivers & stuff makes it unlikely to not be on PDox side. If it's drivers, I don't see how it would not be
their handling of the drivers.
My point being, it is a simple case of gluttony. Modding a game and developping new features are quite the same thing, the only difference when you sell is that you develop for a range of hardware. When hitting a stuttering state, there's only two ways out. Either you scale your means up to your ambitions, or you scale your ambitions down to your means. The game ran quite fine from 1.9 and downwards. I'm OK with their engine being old, or anything really, but they seem to need to get back to reality. I don't believe the driver sided issue. NVidia's code is used by the entire world. Stellaris triggering driver issues to this point while having toaster level graphics is a singularity, a statistical artifact.
The most probable thing, and by a fair margin, is that they bloated the engine and they don't want to backpedal. Moah stated once it was not taken very well at work when proposing to remove features, this is the sane approach, I do this all the time when modding. Sometimes there is no choice.
If the code is spaghettified it could make it pretty darned hard to extract the graphics piece properly.
I fear that might very well be the case.
The graphics may have its own thread BUT if the logic thread controls when the graphics thread can & can't paint then that winds up largely being [almost] the same thing.
In fact, by taking a closer look, there is a core alongside the most used one that is showing higher activity than the others by a margin. Could be anything, could be they managed to offload more drawing stuff in there and disconnect it from main thread. Out of curiosity, I monitored Civ6 when hitting next turn by late game, so simulation + camera panning.
It shows the same signature. One core maxed out, another one with higher activity, slight stuttering. Though, other cores climb way higher, GPU is maxed out. There are activity drops when stutters occur, but GPU stands still, and the two mostly used cores don't blink. In Stellaris, from the two cores, the less used one falls with the others with a delay, right before GPU spikes and falls as well.