Stellaris

Stellaris

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Snikkii Mar 9, 2024 @ 6:35pm
Want to get back into but...
The late game experience is horrendous where the FPS just tanks one it hits late game. Any tips to fix this.

GPU: RTX 3080
CPU: Ryzen 7 5800x
Ram: 32GB 3600mhz
Run everything on an SSD.
Originally posted by Kalemenos:
I'm with you. I'm pretty sure it's the pops. The problem is, I love pops, they make me rich! Again, I'd love a giant-galaxy game, but the lag is dreadful. I can get a mid-size galaxy game to flow, and I do the follwoing to eliminate a LOT of lag, keeping the game moving acceptably in the late game:
Guaranteed habitable worlds: lower them
Xeno compatibility: turn off
Logistic growth ceiling: 1.25 or lower (high is lag)
Growth required scaling: 0.35 or higher (low is lag)
Might be different numbers on your setup, but I show you mine just to give you an idea.
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Showing 1-15 of 27 comments
nilfiry Mar 9, 2024 @ 7:38pm 
You can slow down pop growth and disable xeno compatibility. Other than that, there is nothing. Game will lag regardless of whether you play with more or fewer AIs, or if the galaxy is large or small.
The author of this thread has indicated that this post answers the original topic.
Kalemenos Mar 9, 2024 @ 7:46pm 
I'm with you. I'm pretty sure it's the pops. The problem is, I love pops, they make me rich! Again, I'd love a giant-galaxy game, but the lag is dreadful. I can get a mid-size galaxy game to flow, and I do the follwoing to eliminate a LOT of lag, keeping the game moving acceptably in the late game:
Guaranteed habitable worlds: lower them
Xeno compatibility: turn off
Logistic growth ceiling: 1.25 or lower (high is lag)
Growth required scaling: 0.35 or higher (low is lag)
Might be different numbers on your setup, but I show you mine just to give you an idea.
Mr.I Mar 9, 2024 @ 7:48pm 
Your hardware is an overkill for this game. It won't utilize more than 1/4 of your PC's computational power.
HyperKnight Mar 10, 2024 @ 12:45am 
I regard "lag from pops" as superstition because how in space an abstracted variable with a few calculations attached can cause lags?

Imo the real culprit of the lag are ships, that have 3D models and animations.
xentionX Mar 10, 2024 @ 1:52am 
Originally posted by Nabbut:
I regard "lag from pops" as superstition because how in space an abstracted variable with a few calculations attached can cause lags?

Imo the real culprit of the lag are ships, that have 3D models and animations.
Fleets dont cause the lag(they can if you have modded the game to high heavens), its pops since each of them are assigned a unique ID, portrait, stats etc etc which requires more calculations and thus is slows down the game faster then lets say 5 fleets with 100k power.
HyperKnight Mar 10, 2024 @ 3:32am 
Originally posted by xentionX:
Originally posted by Nabbut:
I regard "lag from pops" as superstition because how in space an abstracted variable with a few calculations attached can cause lags?

Imo the real culprit of the lag are ships, that have 3D models and animations.
Fleets dont cause the lag(they can if you have modded the game to high heavens), its pops since each of them are assigned a unique ID, portrait, stats etc etc which requires more calculations and thus is slows down the game faster then lets say 5 fleets with 100k power.
Huh? Processing 3D model and some animations takes much more computations than 2D image and some ints?
There are some lategame freezes during huge fleet battles for example.
madpraxis Mar 10, 2024 @ 4:21am 
...lag from pops... superstition....

Sure. You betcha.
Yea, the ships don't help at all. Amusingly enough, you can remove a fair bit of that 'instant' lag by not looking at them. However... it's the pops. It's been shown, proven, even STATED by developers. It's the pops. Calling something that has been proven a superstition is, well, kinda amusing, honestly. Like, I heard that if you stand outside, you get exposure to the sun, I'm pretty sure that is superstition, but, you know.

Late game freezes aren't lag. The game slows down, slowly and surely, as the pops go wild. Which is why xeno-compatability has always been a 'make it go away, things get better' quasi-fix. The engine is OLD. It can't use all the power available in modern hardware. It wasn't even top of the line when it first came out. So it does its best. Brute forces its best. Since the dawn of Stellaris, there has been multiple major updates they have done to try and keep the pop lag down in late game. Of course, every time they do succeed, they introduce another/new mechanic somewhere to take advantage *OF* making some pop lag go away and the slight breathing space it makes.

For the OP: Suffer. Honestly, that is it. Suffer. Realize you need to be rocking some serious mojo, forget multiple cores and all that jazz. You want the biggest, beefiest real honest to god core speed you can get. Which, is kinda going the way of the dinosaur for personal computing. Other then that, others have said it. Play with a 'smaller' galaxy. Xeno-compatibility begone spray. And realize that you aren't alone.
Last edited by madpraxis; Mar 10, 2024 @ 4:24am
xentionX Mar 10, 2024 @ 4:35am 
Originally posted by Nabbut:
Originally posted by xentionX:
Fleets dont cause the lag(they can if you have modded the game to high heavens), its pops since each of them are assigned a unique ID, portrait, stats etc etc which requires more calculations and thus is slows down the game faster then lets say 5 fleets with 100k power.
Huh? Processing 3D model and some animations takes much more computations than 2D image and some ints?
There are some lategame freezes during huge fleet battles for example.
Still, its NOT the fleets that causes the lategame lag/slowdown, its POPS. you can try it out by making 2-3 fleets and keep them around 50k, and then spawn in 4-6k pops and you WILL notice the slowdown that ensues from the pops.
Geoff Mar 10, 2024 @ 6:47am 
Originally posted by xentionX:
Still, its NOT the fleets that causes the lategame lag/slowdown, its POPS. you can try it out by making 2-3 fleets and keep them around 50k, and then spawn in 4-6k pops and you WILL notice the slowdown that ensues from the pops.
I think fleets will lag your GPU, pops will lag your CPU. It is definitely the case that trying to *watch* late game fleets lags much harder than hanging out at the galaxy view does. Rendering and pathing the thouands of ships involved in the fights will definitely impact your performance. Events that trigger pop recalculation - like the transfer of a system from one empire to another, will also lag your performance.
Dustreaper Mar 10, 2024 @ 5:52pm 
It's pops the entire pop system is a power hog that exponentially get's worse. No matter what you do there are way to many pops with way to many calculation, that won't run smooth no matter what you do. New pc,new game,new engine, it won't change. It's a fundamental limit of our proccesing power. Even if cpu's get twice or 3 times as powerful i don't see it meaningfully increase. The slowdown will just happen 50-100 years later.

My biggest empire at it's peak had 126k pops and tons of fleets about 50. There are tons of things paradox does that take resources for no apparent reason. The easiest to see if make multiple fleets but don't reinforce them it will cause the entire game to slowdown to a crawl if you in the fleet menu. It's pretty weird right? In my late games having 200+ ships to reinforce it starts to slowdown tremendously. The coding can be a lot beter. But yea fleets don't lag the game if they are in system sure a bit but pops are magnitudes worse.
Last edited by Dustreaper; Mar 10, 2024 @ 6:10pm
nilfiry Mar 10, 2024 @ 6:04pm 
Originally posted by Nabbut:
Huh? Processing 3D model and some animations takes much more computations than 2D image and some ints?
There are some lategame freezes during huge fleet battles for example.
I wish that were true, but tell that to all my games. I like to declare war against the rest of the galaxy in endgame and vaporize all of their ships, but the lag does not improve one bit and I am only running 1300 ships tops.

The lag you are talking about here is a different problem and can be prevented by simply not watching the battles.

In my last game, I declared war against a major faction that occupied 1/4 of the galaxy just so I can shield all of their worlds and reduce the pop lag, but it BARELY improved the performance. lol
RECKLE$$ Mar 12, 2024 @ 2:57pm 
what is xeno comat anyway i thought it was a way to stop multple off shoots of the same species being created, there fore improving performance
Elitewrecker PT Mar 12, 2024 @ 3:08pm 
It's the opposite. It allows inter-breeding of different species, creating hybrids... and therefore an increase in the number of different species (flooding the demographics)
Geoff Mar 12, 2024 @ 3:10pm 
Originally posted by RECKLE$$:
what is xeno comat anyway i thought it was a way to stop multple off shoots of the same species being created, there fore improving performance
One of the DLCs lets your populations marry across species, and when they do it creates new hybrid populations that inherit some of the traits from one species and some from another. I don't find it to be a substantial drag on performance, but it's commonly-received wisdom that turning it off helps to lower the total level of system lag generated by pop calcluations.
RECKLE$$ Mar 13, 2024 @ 11:22am 
understood cheers for the response.
Had to ask as i used a mod couple of years back about Xeno compat something ...... And that was about stopping the AI creating loads of species versions with slightly different traits or habitability. but i don't use that or the main game feature.
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Date Posted: Mar 9, 2024 @ 6:35pm
Posts: 27