Stellaris

Stellaris

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ShinseiTom May 17, 2019 @ 3:55pm
Late-game planet screen FPS drop.
I have a problem. Opening the planet menu for a colony (buildings and districts, army, that one) now tanks the fps to about 0.25fps, if even that fast. I started noticing around 400 owned systems, but it's gotten impossible to play around 500+. Only that menu, none of the others even change the fps far as I can tell.

I'm playing on a 1000 system map, pretty late game year 2500+. Crisis is gone, I've defeated the awakened empires, now I'm basically just cleaning up.

The game runs perfectly fine otherwise for the amount of stuff going on in the whole galaxy. I expect sim speed and fps to slow down later on in any sim game. I was not expecting a single menu to grind my game to a halt as I owned more and more colonies/systems.

Is this normal for the current patch?
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Showing 1-15 of 21 comments
Cypou May 18, 2019 @ 10:06am 
I have the same issue...
My guess is that it is linked to the number of pops in the empire since from the planet screen, you can move any single pop, and there is a ton of them...
Make me consider "bathing" my own planets.
ShinseiTom May 18, 2019 @ 11:43am 
Oh man, if that's it, that means their regenerating the pop list basically every frame? That could be brutal depending on how inefficient that part is.

Wish it at least only updated when the game was running. It shouldn't be killing the game even when paused. Specially since I don't even have the ability to move pops due to empire setting (I believe)
Airowird Jul 6, 2019 @ 3:41am 
I think it's because you have too many different species.
I just won a bunch of planets in a war and had the same effect, while my previous game I cleansed the galaxy without any issues.

It's probably related to the Pop job selection being fired up once you open a planet view.
Jaereck Sep 19, 2019 @ 8:28pm 
So this just happened to me. one minute the game was fine, and then it became unplayable. I've had nearly every species in the game in my empire since the beginning, but once I hit 17690 pops (if that's what it is) the game can't be played when opening the planet menu. Does anyone have any ideas?
ShinseiTom Sep 27, 2019 @ 9:45pm 
Yeah, I have 948 pop over 162 worlds according to the government screen. Is that the whole total and not just the founder species? If that's just the founder species I have something more like 8,500 pop. I'm a democratic nation that gives everyone full citizenship rights, so I have pretty much every species and sub-species in existence. It takes a while to scroll through the whole list of species by percent on that screen.

And my save is still no better 4 months later. I'd really rather not leave that save unfinished if possible dammit.
necroing the necroed
It is not because you have alot of species, i converted all of my empire pops to robots and still happens.
Serty Oan Oct 24, 2019 @ 1:30pm 
Having the same problem. FPS drops when opening a planet screen. The game runs perfectly everywhere else in a 1000 stars scenario. Anything to do on this ? Diary 149 was about perf issues on global scale, but here it is really on planet screens only
ShinseiTom Oct 24, 2019 @ 3:14pm 
Originally posted by Serty Oan:
Having the same problem. FPS drops when opening a planet screen. The game runs perfectly everywhere else in a 1000 stars scenario. Anything to do on this ? Diary 149 was about perf issues on global scale, but here it is really on planet screens only
Yeah, I like the general performance update. Worked alright. No luck here on the planet screen though. I loaded the save with the issue and still the same.

Pretty saddening, as that basically means you can't have truly "huge" games. I'm ok with a consistent 25-35 fps in lategame, I'm not ok with literal slideshow sub-1fps menus.
Serty Oan Oct 25, 2019 @ 5:03am 
Originally posted by ShinseiTom:
No luck here on the planet screen though. I loaded the save with the issue and still the same.
Pretty saddening, as that basically means you can't have truly "huge" games. I'm ok with a consistent 25-35 fps in lategame, I'm not ok with literal slideshow sub-1fps menus.
Yeah, 100% agree. It seems like a huge bug on planet screen, nothing to do with the global performance issues on galaxy screen that have been fixed for some time now. Hope Paradox will have this fixed sooner or later. Cause it makes impossible to play end game the 1000 stars scenario once you have more than half of the galaxy under direct control
Alienboy Oct 25, 2019 @ 6:19am 
Does that mean playing for a federation victory is better since having everyone share your star nations color does not mean you have to manage the pops that join? Half the galaxy in my game is blue but it’s a combo of federation, protectorates and vassals.
ShinseiTom Nov 23, 2019 @ 9:18pm 
I'm not certain. If the game still does the open-jobs check on AI-held planets, it might actually be worse.

Far as I've been able to find, this is partially related to unfilled jobs. For every job on a planet, it checks whether or not every pop is a better fit. Every open job, for every pop on that planet, on every planet, every tick of the game.

I'm not sure if they've fixed the planet menu in newer versions than my old save is on, but a new game that got to late game literally took 3 hours for a year to pass due to this bug. I know, because I only had to take one last damn planet to win when the slideshow started, so I waited it out. ♥♥♥♥ that was painful but I got my win screen.

So if you want to minimize it as best you can for now, make sure you don't have tons of open jobs on populous planets. Turn off any planet size increasing mods, lower the inhabitable planet multiplier when generating a galaxy.
tulle040657 Nov 29, 2019 @ 6:03am 
This was badly done, I should not be losing more than half my fps when a window pops up and the game pauses, what is it checking? what does think might change while paused? While a fix if you have the game not paused might be hard, to fix it for a paused game should be easy
Badger BrownCoat Nov 29, 2019 @ 6:35am 
tulle - and company-
the various performance issues have been addressed everywhere from the Reddit megathread, to youtuber A-spec, to one of the recent DEV diaries...
TL:DR - they are aware of the problem and promised to move more coder resources to fixing performance and AI.
in one of the Dev diaries, - and A-Spec goes over this; they explained *most* of the cpu pull is coming from - pops and jobs late game; and from the various modifiers which stack- and stack - and stack.
It shouldn't be as poorly opitimized as it is, even if your specific issue was frame rate drops.
tulle040657 Nov 29, 2019 @ 7:03am 
Originally posted by Badger BrownCoat:
tulle - and company-
the various performance issues have been addressed everywhere from the Reddit megathread, to youtuber A-spec, to one of the recent DEV diaries...
TL:DR - they are aware of the problem and promised to move more coder resources to fixing performance and AI.
in one of the Dev diaries, - and A-Spec goes over this; they explained *most* of the cpu pull is coming from - pops and jobs late game; and from the various modifiers which stack- and stack - and stack.
It shouldn't be as poorly opitimized as it is, even if your specific issue was frame rate drops.
My issue is that it is bad programming, there is never a reason to recalculate if you know the answer will be the same. That is the definition of insanity ;)
Badger BrownCoat Nov 29, 2019 @ 8:03am 
sir:
i am NOT arguing.
Dear Paradox, just because you and Kerebos couldn't agree when you tried to publish Sword of The Stars II; does *not* mean your clausewitz engine *mess* is ready to be turned into a space not-4x game of your own ;)
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Date Posted: May 17, 2019 @ 3:55pm
Posts: 21