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Do you have a lot of small ships, as opposed to a few big ones in each fleet?
Hmm, sounds much like my life.
Ah this blows :/
Yeah, having many ships do contribute to lag, so I switched to having only Titan + battleships in endgame.
I have a fairly high end system and I never experienced any lag until I allowed all refugees into the empire and then tried to genetically edit them. The game ground almost to a standstill. These types of games and their single thread (mostly) processing....
So much for having a 12 core processor...heh!
I have a fairly high end system and I never experienced any lag until I allowed all refugees into the empire and then tried to genetically edit them. The game ground almost to a standstill. These types of games and their single thread (mostly) processing....
So much for having a 12 core processor...heh! [/quote]
yeah im in a similar boat. Even with 2 games running at once, stellaris being the larger of the two, it still only caps out at 30% mem usage so its not the hardware. I notice a shuddering lag at the end of each year when I have massive fleets so it might be something to do with number crunching in the background and ai decision making?
Don't want to necro this thread unnecessarily, but for people searching the forums for ways to increase performance, outside of getting a faster cpu there isn't a whole lot you can do. this reddit thread does a pretty good job of explaining why multithreading wouldn't help much and why it would be prohibitively expensive to implement.
From what I understand, the cause of most endgame lag has little to do with AI decision making and mostly to do with pop/tile management and simulating thousands of ships individually, as well as the things AI do like constantly create subspecies and spam habitats. Multithreading wouldn't really improve performance noticeably because most of these things that have to be simulated rely on many other things, and as such, even if they were placed in separate threads, you would end up waiting for stuff to finish up in other threads so often that there's probably a high chance that it would do more harm than good.
I disagree, I have an i9-10900, granted its not the best CPU out there, but it should handle Stellaris. And it does. The CPU use at it's very peak is no more than 30% and it does nothing to address the lag. Late game, when I select a lot of fleets, my fps drops to 8 and the game becomes almost unplayable. Still looking for a solution but a powerful CPU is quite obviously not the answer.
*32gb of RAM and I run this bloody game from an M2
** No mods
My largest fleet was this
3 Main Battleships
2 Titans
10 Hyperion Precurser Titans
3 Battlecruiser Precurser
20 Precurser Escorts
2 MiST Dreads
and 2 Attack Moons.
Selecting the fleet alone nearly causes my game to utterly freeze up and I found its literally the result of the amount of guns comboed with special things on each ship further made worse by the multiplication factors of each ship added in tow, resulting in the game using a ton of ram to even just fully try and figure out overall statis and other stuff of the single fleet.
The initial author of this post who complained of lag is playing with mods I am playing without. We both experience extreme lag. So I am guessing the cause is not the mods either. I can believe that the mods can make it worse but the lag is there regardless of whether you have mods or not.
https://www.reddit.com/r/Stellaris/comments/vj6zqm/need_advice_on_how_to_reduce_fleet_selection_lag/
Go to Fleet Manager carefully delete dozens or hundreds of "empty" fleets you created without realizing it. You might need to leave the game and come back (to reset the RAM) and/or wait a month or two. It didn't work immediately, but within a few game months, reset beautifully lag appears to be gone.
NOTE: I NEVER use Fleet Manager. So, don't think this doesn't apply to you if you don't either!
Or, if your making new ships and that fleet aint home and the finished ships are traveling to it but also die, that will create indeed an empty fleet, kinda funny to me especially with mods how one massive fleet can generate over hundreds of null fleets as a result of reinforcements getting destroyed before arriving, and they add up rather swiftly if your resupplying just corvettes late game, as thats 1 corvette dying and making a null fleet
Few use fleet manager unless your doing it for an important fleet or looking for your juggernaught/colossus, I cant tell you the number of times of misplaced one or the other by mistake because of how the game names fleets, especially with UNE names, "Fleet 1, fleet 2 - Colossous? Na fam you mean fleet 3!"