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Een vertaalprobleem melden
Looking for threads that discuss this issue:
https://www.reddit.com/r/Stellaris/comments/aan2ry/how_is_this_okey_10_years_into_the_game_on_big/
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-149-technical-improvements.1180597/
That forum dev post goes into more detail. I could not find the thread that proved that it was the way the engine handles calculations (single processor meme lol), but you can navigate teh paradox forums, search for "stuttering" and behold a pale horse.
While they are always improving it, as far as customers are concerned, the best thing we can do is get a better, newer CPU.
I have played MP sessions before, and the issue then goes from bottlenecks in the calculations per tick in a single thread, multiplied by the latency iterations between each player.
So, everyone has different computers and they work at different speeds. Fast forwarding a game that has a lot going on, and because of the n^n latency interaction, you very quickly run into de-sync problems - not so much if you are playing in the PDX devs LAN competition (where they beta test) that has no latency (ping between players and host) and good computers, but very much makes it unplayable when you have latency of up to 500ms (australia to UK) with players spread around the globe, in addition to a wide spectrum of computing power of player's CPUs (♥♥♥♥♥♥/old cheapos vs latest gen CPUs), so yeah.
It is an engine limitation. I am sure they are doing what they can to fix and mitigate it, but because it is an issue at the root of how the game engine (clausewitz) processes all calculations, I don't really hold out much hope until they release a new one (so yeah no fix for released games except getting better CPUs).
The solution is to reduce single thread load per tick, which usually means playing smaller maps with less AIs and pops. Figure out a way to make it work that still leaves the game fun and not a 100hr stuttering slog session.
We have also played many many many games with him as host in the past but up until this patch the lag has never been this bad
Hey, I fell you. It sucks. I have suffered endless session restarts because of network, de-syncs, crashes and engine issues with clausewitz. The more players the worse it gets.
I will say that all other things being equal, the newest/fastest CPU should be the host, and you should play at the speed that actually allows the game to be played - don't try to force FASTEST if it keeps causing problems.
As a suggestion, a few years ago, playing short 4hr games was actually viable, but you have to tweak the settings to work that way, playing on a smaller map with faster research costs, etc.
We have checked and on fast I do get a day or 2 out of sync with him. But why should this start now???? Things should be better.
We are now forced to play pretty much only on normal unless we are both in "waiting times" of waiting for pops to grow to fix economies or just need alloys or something, there we can be on fast but even then you will see the hiccups with fleets flying and all . If either of us need to do some clicking then we have to go to normal to have it somewhat OK
https://forum.paradoxplaza.com/forum/index.php?threads/multithreading-in-stellaris-a-quick-performance-analysis.1138327/
OP by sharpneli (thank you for taht if you read this here).
"Improvement suggestions and conclusions:
The decision to put single threaded work of tick calculation in the same thread that handles drawing and input may not be the best decision. As that thread is already overworked. Instead of even trying to multithread that part of the code one could "just" rip it out into a separate thread. It would still be serialized but it would not contend with resources of the main rendering thread. It may not be easy to separate but it's way easier than trying to parallelize it, as the actual work doesn't change, just where it is issued. Just this would give massive perf improvement as so much time is spent on rendering due to DirectX. In addition minimizing sync points to once per frame would drop a bunch of weird stalls.
One possibility of how something like this could look: There is a single tick state that the rendering thread reads. It just consumes. The tick generating code reads from the previous tick state (that the rendering thread also accesses) and generates the next state. Once the tick is calculated you just flip so that the now fresh tick is being read by both. Only one sync point per tick instead of usual mutex lock hell.
The profiler also says that the code is pretty terrible for a modern CPU. Lot's of stalls, branches etc. But improving that would be just gravy. It may not even be possible as the game must be scriptable, and that is fine. The biggest single bottleneck now is how the work is issued, not what work is issued.
So to reiterate:
Non parallelizable tick code should be removed from the mainthread that handles rendering.
Get a programmer from there who understands these well enough to change it, or if you don't have or if the person prefers other stuff hire some other expert either as permanent or get a specialized consulting company to help. Latter may be a good choice as after the work is done you don't really need to look at it for a long time."
If they dont I can see PDX falling behind to other companies that do update the engines and way thier games run to accomodate current computers. PDX will soon fall out of business becuase of said blunder.
Or like I said,, just mka e anew engine,,that will take years,, but it will have to be done eventually,, and should have been done a few years ago
Necromancy!
Anyways back to topic at hand. Not a lot you can do about it as it affects not just low-end CPU and mid-range like 1700x Ryzen.
Just having more core CPU speed help a bit.
Alternative, you could turn down numbers of AI and world density low at Galaxy generation.
There are some mods that supposably help out with performance if you are ok with using mods.