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Both these games use multi core CPUs. That is not the cause of their performance issues.
 
There are countless thing that cannot be fix even if you know exactly what happen.
The revse is also ture - you can't fix it if you don't know what the problem is.

And (at least with Stellaris), it seems obvious that there is no one cause, but a cumulative one from other things that's much, much harder to track down. The engine is not some magic bullet which would instantly fix it[1] nor is multi-core.



[1]As one of the dev patiently explained at one point, the engine does not do what most people seem to think it does.
 
Just curious, what cause the performance issue?

At a guess a lot of it is dependant data. You can't calculate who owns where till everybody has moved their armies, etc. A lot of the calculation steps need to be done in sequence once the results of a previous step are known. It doesn't matter how many cores a processor has if everything is waiting for one calculation to finish.

Some problems are embarrassingly parallel, some aren't.

(if anybody is interested you should be able to force a process to run on a single core - try it sometime and see the difference! They've parallelised what they can)
 
The revse is also ture - you can't fix it if you don't know what the problem is.

And (at least with Stellaris), it seems obvious that there is no one cause, but a cumulative one from other things that's much, much harder to track down. The engine is not some magic bullet which would instantly fix it[1] nor is multi-core.



[1]As one of the dev patiently explained at one point, the engine does not do what most people seem to think it does.
I don't really care about engine. Just genuinely curious about the main cause of performance bottleneck of most PDX game.
 
Just curious, what cause the performance issue?
There is no one cause. The current Stellaris issue has several unrelated causes; some have been fixed in the current beta, some have not yet.

CK2 used to have terrible problems until they implemented an AI character culling system to reduce the number of entities the games has to deal with.

CSL has hard limits on how many roads, inhabitants, and vehicles can be in a city.

I guess in a general sense performance issues tend to be unintended consequences of game changes or features that cause the engine more work in a particular sphere than it can handle in the time available (daily or monthly tick, for instance).