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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 12:33:04 CET ] [ Original post ]



Stellaris
Paradox Development Studio
  • Developer

  • Paradox Interactive
  • Publisher

  • 2016-05-09
  • Release

  • Strategy Simulation Singleplayer Multiplayer
  • Tags

  • GameBillet

     8.91 /

     

     
    Game News Posts 537  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (119848 reviews)


  • Review Score

  • https://www.stellaris.com/
  • Website

  • https://store.steampowered.com/app/281990 
  • Steam Store

  • The Game includes VR Support



    Linux [153.28 M]

  • Public Linux depots

  • 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
    Stellaris: First Contact Story Pack
    Stellaris: Galactic Paragons
    Stellaris: Astral Planes
    Stellaris: Expansion Subscription
    Stellaris: The Machine Age
    Stellaris: Cosmic Storms
    Stellaris: Grand Archive
    Stellaris: Rick the Cube Species Portrait
    Stellaris: Season 08 - Expansion Pass
  • Available DLCs

  • Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core.

    Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.

    Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?

    Main Feature
    • Deep & Varied Exploration.
    • Enormous procedural galaxies, containing thousands of planets.
    • Explore Anomalies with your heroic Scientist leaders.
    • Infinitely varied races through customization and procedural generation.
    • Advanced Diplomacy system worthy of a Grand Strategy Game.
    • Ship Designer based on a vast array of technologies.
    • Stunning space visuals.
    MINIMAL SETUP
    • OS: Ubuntu 20.04 x64
    • Processor: Intel iCore i3-530 or AMD FX-6350Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 460 or AMD ATI Radeon HD 5870 (1GB VRAM). or AMD Radeon RX Vega 11 or Intel HD Graphics 4600Network: Broadband Internet connection
    • Storage: 12 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 20.04 x64
    • Processor: Intel iCore i5-3570K or AMD Ryzen 5 2400GMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 560 Ti (1GB VRAM) or AMD Radeon R7 370 (2 GB VRAM)Network: Broadband Internet connection
    • Storage: 12 GB available space
    GAMEBILLET

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