Support us on Patreon to keep GamingOnLinux alive. This ensures all of our main content remains free for everyone. Just good, fresh content! Alternatively, you can donate through PayPal. You can also buy games using our partner links for GOG and Humble Store.
We do often include affiliate links to earn us some pennies. See more here.

Along with the major expansion coming to Stellaris with Federations, Paradox Development Studio as expected are working on a huge free patch and it's sounding good.

One problem with Stellaris, is that big games end up slowing down—a lot. PDS are aware of this and they've been working on it. Using a saved game from the community that had 20,000 "pops" on quite a powerful PC (Intel Core7-7900X @ 3.30Ghz, 10 cores and 20 threads, and AMD R9 Fury) they showed off the difference between 2.5.1 "Shelley" to 2.6 "Verne".

YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link

Looking closely at the dates between the two, the ticks have a clear and massive improvement. While not everyone can expect the same difference, they did say on "average" they saw between "15% and 30% improvement in late game situations". No matter what your PC is, you're likely to see some kind of improvement at least.

Why are Pops a big part of the issue? Well, as they explained Pops do a lot:

There are many reasons why pops consume a lot of time in Stellaris, but the main one is that by endgame we have SO MANY of them. SO So so so so many. And they do so much! Pops have to calculate how good they’d be at every job (they do so every 7 days). Then they have to fight every other pop on the planet to get the job they’re best at. They also have to check if they could have a specific ethic. If they could join a specific faction. How happy they are. How happy they could be. How happy they would be on that planet over there.

If you want the full explanation of what they've done to achieve this, you can find the technical post along with the saved game example here in a fresh Dev Diary. Once Stellaris 2.6.0 and Federations have a release date, we will let you know.

Article taken from GamingOnLinux.com.
6 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
See more from me
The comments on this article are closed.
8 comments

Dunc Feb 21, 2020
Great work, guys. Now do Cities: Skylines. (Yeah, I know it's not in-house, but surely they could give Collosal Order some tips?)
TheSHEEEP Feb 21, 2020
View PC info
  • Supporter Plus
Quoting: DuncGreat work, guys. Now do Cities: Skylines. (Yeah, I know it's not in-house, but surely they could give Collosal Order some tips?)
Tips aren't going to help much if their code architecture isn't even similar.

But I never had any problems with Cities: Skylines performance to begin with.
einherjar Feb 21, 2020
I could play Stellaris againg, what a great game. But X4:Foundations is stealing to much of my time, and then there is CS:GO...and The Witcher 3 is not finished yet....spare time can be stressfull LOL
Kimyrielle Feb 21, 2020
Quoting: TheSHEEEP
Quoting: DuncGreat work, guys. Now do Cities: Skylines. (Yeah, I know it's not in-house, but surely they could give Collosal Order some tips?)
Tips aren't going to help much if their code architecture isn't even similar.

But I never had any problems with Cities: Skylines performance to begin with.

It's not very noticable with smaller cities, but as soon as a city grows large, the game becomes both laggy and unstable. And I am not even talking about the 81 tile mod. Superficially, it seems to be a similar issue as with Stellaris: Too many Cims doing too many things.
Dunc Feb 21, 2020
Quoting: KimyrielleIt's not very noticable with smaller cities, but as soon as a city grows large, the game becomes both laggy and unstable. And I am not even talking about the 81 tile mod. Superficially, it seems to be a similar issue as with Stellaris: Too many Cims doing too many things.
Yes, and it's been getting worse over time. I have 80k+ cities that worked (reasonably) well, on a lower-powered machine, four years ago that I can barely even load now.
Purple Library Guy Feb 21, 2020
It's got to the point where I've been known to have my laptop next to my gaming computer and read manga on it while Stellaries chugs along.
Meanwhile
QuoteThen they have to fight every other pop on the planet to get the job they’re best at.
. . . Suuuuure they do. That would explain why when I look at a planet in the later stages, and I've got a mix of my core species heavily optimized for awesome research and some random immigrants with farming bonuses or whatever, I always find random immigrants in scientist jobs.
Or maybe they mean literally fight? As in "Krog want do research job. Puny nerd got problem with that?"
Nouser Feb 22, 2020
Now if they can fix the last_notification_id desync issues that plague multiplayer games, maybe the game becomes playable again.


Last edited by Nouser on 22 February 2020 at 12:19 pm UTC
einherjar Feb 22, 2020
Perhaps they should consider to use the magic of multithreading. A lot of gamers have powerfull Multicore CPUs and then one Core can't handle its load while the others are bored and the game has performance issues? Sounds weird to me. Multithreading makes it harder to debug, that is clear.
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.