Stellaris

Stellaris

View Stats:
Upcoming Pop Changes
How much of a late game performance boost are we looking at? Will I finally be able to play on a large map into late game without worrying about lag?
< >
Showing 1-15 of 25 comments
Ryika Mar 2 @ 9:25am 
Nobody knows. Not even the devs know for sure, since they haven't actually implemented half of the systems yet.

But realistically, should you expect a revolutionary performance boost? Probably not. Pops are only one of the major performance hogs, and the other major ones (fleet pathing, UI update ticks, etc.) aren't really being touched this update - aside from trade routes being removed and no longer producing pathing calculations.

Will it have a noticeable positive impact though? Probably, since a LOT of the pop-job calculation overhead is being reduced significantly - and, as I understand it, detangled, which will apparently allow for more multi-threading. Whether that turns the late-game on larger maps from unbearable to playable is something that will have to be seen - and probably vary greatly, depending on the hardware.

Personally, I think we'll probably have to wait for when fleet pathing gets its rework, but that's not really based on anything.
Last edited by Ryika; Mar 2 @ 9:26am
Last time we had a massive pop rework, it actually introduced many of the late game pop slow down. The new one sounds, messy. Especially with jobs only producing a single resource now and other changes.

Honestly it almost feels like this might end up making things worse if we're unlucky.
at this point they should have stopped messign with this game and work on a stellaris 2 to try some of these thigns out. this game is not remotely the game I bought years ago and most is negative.,
Damn, well here's to hoping. I really want to get a decent game going that won't lag within two hundred years, lol
Kameh Mar 2 @ 7:12pm 
Originally posted by marshaladmiralq:
at this point they should have stopped messign with this game and work on a stellaris 2 to try some of these thigns out. this game is not remotely the game I bought years ago and most is negative.,

Then play the older versions then. "Problem" solved
From my understanding it's doing a lot less calculations all the time with the new system, so should be a noticeable increase in performance.
If they are doing what they say they are doing, it might actually BE a 'revolutionary boost'. Although the change scales by number of pops, not systems, but I would imagine the change will be big. Assuming everything goes like it should which is never a given.
Last edited by Bloodartist; Mar 2 @ 10:51pm
if i can play until late game with decent speed its already a big boost ^^ , combined with 0.25x habitable planet it will become enjoyable again.
Originally posted by Ryika:
aside from trade routes being removed and no longer producing pathing calculations.

Damn so what are the implications for anti-piracy mechanics? I actually like having trade routes, and chaining my heavily-fortified starbases. The only thing that drives me nuts is the Hyperspace Relay spam from the AI, which leads to totally nonsensical trade route paths. I mostly play SW New Dawn and occasionally the Star Trek Total Conversion forgot the name).
Kypamop Mar 3 @ 10:52am 
If you still did not understand what they are doing, then I will try to explain it to you as simple as possible.
As for now, the game calculates every single pop's resources consumption and output 1 by 1 every game day (so-called tick). The more bonuses pop has (most of them hidden from player), the more time it takes to calculate. Calculating 1 pop is not hard and does not take much time, but when they are thousands and the number grows, it takes more and more time, so the game slows down eventually.
What's coming is that devs want to check how many of the same pops are on the planet before the calculation. So if there are 50 pops of the same kind, the game will calculate all the stuff for 1 pop and multiply it by 50 instead of calculating for 49 more pops 1 by 1.
So in this case it will take almost 50 times less time for calculation.
I expect significant perfomance improvement.
Last edited by Kypamop; Mar 3 @ 10:52am
RCMidas Mar 4 @ 12:55am 
Originally posted by GOT_NO_SKILLZ:
Originally posted by Ryika:
aside from trade routes being removed and no longer producing pathing calculations.

Damn so what are the implications for anti-piracy mechanics? I actually like having trade routes, and chaining my heavily-fortified starbases. The only thing that drives me nuts is the Hyperspace Relay spam from the AI, which leads to totally nonsensical trade route paths. I mostly play SW New Dawn and occasionally the Star Trek Total Conversion forgot the name).
Piracy is likely to be reworked entirely as part of the trade redesign, or entirely removed in its current form and only put back in significantly later once they decide on a new form. Either way, we'll be seeing even less of it in games before we get gateways built everywhere.
Performance will improve, but because of this improvement, they'll likely tunnel vision out of happiness and upscope with features which will hit the performance again
Originally posted by Marauder:
Last time we had a massive pop rework, it actually introduced many of the late game pop slow down. The new one sounds, messy. Especially with jobs only producing a single resource now and other changes.

Honestly it almost feels like this might end up making things worse if we're unlucky.

One of the main purposes of this update is to reduce the number of calculations related to pops and thus make performance better.

If they somehow manage to slow things down even with that goal i'd be... rather surprised... and extremely disappointed.
Last edited by Garatgh Deloi; Mar 4 @ 3:25am
Originally posted by Garatgh Deloi:
Originally posted by Marauder:
Last time we had a massive pop rework, it actually introduced many of the late game pop slow down. The new one sounds, messy. Especially with jobs only producing a single resource now and other changes.

Honestly it almost feels like this might end up making things worse if we're unlucky.

One of the main purposes of this update is to reduce the number of calculations related to pops and thus make performance better.

If they somehow manage to slow things down even with that goal i'd be... rather surprised... and extremely disappointed.
I've been with this game since 1.0. Let's just say, some stuff they did was, interesting. Not in the good way.
i mean i'm fairly confident that this should massively trim down the amount of work the game has to do calculating for thousands of pops across an entire galaxy. We should still see a pretty significant performance improvement.

although i'm curious if we're still gonna be able to even see pops at work. One of my favorite things from 3.0's pop rework was having a big cosmopolitan space empire and seeing like a dozen different species all doing various jobs on each planet. With several of the better species mods having specific outfits and colors for some specific jobs which i really like. I'm gonna be crushed if we lose that completely and it all just becomes spreadsheet soup. I wanna see all my little guys doin stuff.
< >
Showing 1-15 of 25 comments
Per page: 1530 50

Date Posted: Mar 2 @ 8:42am
Posts: 25