• AlexWIWA@lemmy.ml
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    1 year ago

    Not sure if I trust paradox to let them. Stellaris still runs like shit.

    • Neshura@bookwormstory.social
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      1 year ago

      Stellaris is also almost 10 years old with an engine that is, by admission of the devs, coded into a dead end. They customized an older version of it too much and now they can’t get the performance improvements from the newer engine versions into the game.

      • AlexWIWA@lemmy.ml
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        11 months ago

        They don’t need a new engine, they need to stop calculating every pop every day and start using events to trigger a calculation. E.g. a species modification or changing buildings on a planet.

        • LufyCZ@lemmy.dbzer0.com
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          11 months ago

          So you’re saying they might not need a new engine and all they have to do is rewrite half of the old one?

          • AlexWIWA@lemmy.ml
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            11 months ago

            I don’t think they’d have to rewrite half. Just the main population update loop. The graphics performance is fine.

    • SkyeStarfall@lemmy.blahaj.zone
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      1 year ago

      Stellaris is like one of the most simulation heavy 4X games there is. There’s a limit to how good performance you can get when you’re making a complex simulation like that.

      • AlexWIWA@lemmy.ml
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        11 months ago

        I agree, but they’ve promised performance fixes since like 2018 but never actually put any effort into it.

    • Nibodhika@lemmy.world
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      1 year ago

      I haven’t played Stellaria in a while, but I don’t remember the performance being bad. If it is it’s not because of any graphical thing that can be improved, but for the same reason Dwarf Fortress runs like shit, i.e. there’s a limit to your CPU power when simulating hundreds of individuals.

      • AlexWIWA@lemmy.ml
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        11 months ago

        The problem with Stellaris is that they simulate every individual even if nothing changed about them. If nothing changes on a planet or species then they shouldn’t recalculate employed pops.