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Name

 Stellaris 

 

Developer

 Paradox Development Studio 

 

Publisher

 Paradox Interactive 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

 

Multiplayer 

Release

 2016-05-09 

 

GameBillet

 33.97 /

 

 

Steam

 9,99€ 8,74£ 9,99$ / 75 % 

 

News

 509 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 12062 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/281990 

 

How long to Beat

Main Story

 18 Hours 

 

Main Story + Extras

 27 Hours 

 

Completionist

 40 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 2,000,000 .. 5,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 5376  

Average playtime (last 2 weeks)

 385 

Median playtime (forever)

 2822 

Median playtime (last 2 weeks)

 450 

Public Linux depots

 Linux [153.28 M] 


DLC

 Stellaris: Infinite Frontiers eBook 


 Stellaris: Plantoids Species Pack 


 Stellaris: Leviathans Story Pack 


 Stellaris: Utopia 


 Stellaris: Nova Edition Upgrade Pack 


 Stellaris: Galaxy Edition Upgrade Pack 


 Stellaris: Anniversary Portraits 


 Stellaris: Synthetic Dawn 


 Stellaris: Apocalypse 


 Stellaris: Humanoids Species Pack 


 Stellaris: Distant Stars Story Pack 


 Stellaris: MegaCorp 


 Stellaris: Ancient Relics Story Pack 


 Stellaris: Lithoids Species Pack 


 Stellaris: Federations 


 Stellaris: Necroids Species Pack 


 Stellaris: Nemesis 


 Stellaris: Aquatics Species Pack 


 Stellaris: Overlord 


 Stellaris: Toxoids Species Pack 




LINUX STREAMERS (56)
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Technical improvements



Hi everyone, this week we put Moah in the driver's seat of the Dev Diary. If you don't know who he is, he is the Tech Lead on Stellaris and today he will be talking to you about the free 2.3 "Wolfe" update that will release alongside Ancient Relics, and what it brings to the table in terms of tech!

Stellaris is going 64-bit
People have been clamoring for this for a while now, and various factors have led us to finally do this for this patch. I should temper your expectations though: while many have claimed that this would be a miracle cure for all their issues with Stellaris, the reality is somewhat more tame.

What does it mean?
The one solid benefit is that Stellaris is no longer limited to 4gb of memory, and wont crash anymore in situations where it was reaching that limit. For people who play on huge galaxies, with many empires, many mods or well into 3000s, this will be a boon.

In terms of performance, though, it doesnt change much. Without drowning you in technical details, lets just say that some things go faster because you handle more data at once, some things go slower because you have more data to handle. In the end, our measurements have shown no perceptible difference.

Finally, the last effect of switching to 64 bits is that the game will no longer playable on 32 bits computers or OSes. We dont think this will affect many people, but there you have it.

What about Performance?
I know thats everyones favourite question, so lets do our best to talk about it. First, let me dispel some notions floating around in various forums: Stellaris does use multithreading, and were always on the lookout for new things to thread. In fact between 2.2.0 and 2.2.7, a huge effort was made to thread jobs and pops, and its one of the main drivers of performance improvement between these version.

Pops and jobs are indeed whats consuming most of our CPU time nowadays. Weve improved on that by reducing the amount of jobs each pop evaluate. Weve also found other areas where we were doing too much work, and cut on:


  • Ships calculating their daily regeneration when theyre at full health
  • Off-screen icons being updated
  • Uninhabitable planets doing the same evaluations as populated planets

Why do these seemingly pointless things happen? Well, we generally focus on getting gameplay up and working quickly so that our content designers can iterate quickly, and sometimes things fall through the cracks. Some of these systems are also quite complex and the scale of the new code is not so easily apparent. Sometimes, not limiting the number of targets is good enough because youre not doing much but then, months later, someone adds more calculations or the number of objects explodes for unrelated reasons, and suddenly youve got a performance issue.

Modifiers
One thing that sets Stellaris apart from other PDS title is how much we use (or abuse) modifiers. Everything is a modifier. Modifiers are modified by other modifiers themselves modified by other modifiers, and sometimes by themselves. Its quite hard to follow, and leads to every value being able to change at any time without your noticing.

Why dont you just compute jobs when a new one appears? has often been asked around these parts. Well, a short answer to that is its really hard to know when a new job appears. You can get jobs from any modifier to: country, planet, pops. Each of these can get modifiers from ethics, traditions, perks, events, buildings, jobs, country, planets, pop, technology, etc.

Until now we were trying to calculate modifiers manually, forced to follow the chain in its entirety: when you recompute a country modifier, you then calculate their planets modifiers, and then each planet would recalculate their pops modifiers. Some of our freezes were just that tangled ball of yarn trying to sort itself out.



This is our modifier flow charts. Its not quite up to date, but gives you an idea of the complexity of the system (Unpolished because its a dev tool, and not made for the article).

No More!
For 2.3 Wolfe we have switched to a system of modifier nodes, where each node register what node they follow, and is recalculated when used, following the chain itself. We have modifiers that are more up to date, and calculated only when needed. This also reduces the number of pointless recalculations.

This system has shown remarkable promise, and cut the number of big freezes happening around the game (notably after loading, for example). It has some issues, but as we continue working with it, itll get better and help both with performance and our programmers sanity.

So, whats the verdict?
In our tests, 2.3 Wolfe is between 10% and 30% faster than 2.2.7 right now. Hopefully itll stay that way until release, but the nature of the beast is that some of these optimizations break things and fixing the issues negate them, so we cant promise anything.



Measurements provided by sabrenity, using detailed info from the beta build. Its worth noting the SHIPS_SERIAL purple line has since been eliminated.

AI
Another forum favorite, we have done some improvements to the AI. First, with @Glavius s permission, weve used his job weights to improve general AI job distribution. Weve also done the usual pass of polish and improvements, and of course taught the AI how to use all our new features.

What else is new?
Were also getting a new crash reporter that will send your crash report as soon as they happen rather than next time you start the game. Weve improved our non-steam network stack for connectivity issues, etc.

All right, enough of my yammering. This has turned into a GRRM length novel, and even though there are many more areas we could cover, well just turn this for your perusal.


[ 2019-05-23 14:33:04 CET ] [ Original post ]