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Developer Diary | Performance

Bonjour nouveau, friends! I dont know if the third time makes it a tradition but I appear once more before release to give some updates from HoIs tech team. If you havent seen much of me since last year, its because Ive partly been busy with **REDACTED**, **REDACTED** and also with **REDACTED**, but my attention has fully returned to HoI for the last couple months. So, whats new with HoIs tech in 1.13 Stella Polaris?

Mines, or the greatest urban legend


First off, great news, naval mines will not slow down the game anymore! Hurray!
Except thats a lie. The mine lag I keep reading about in some community house rules isnt a thing. Hasnt been for 2 years. I know because I fixed it in 1.11 (Barbarossa). But dont feel bad for missing the notice, as it turns out this change from December 2020 (shipped in 2021 with No Step Back) never ended up in the changelog. commit da0ce4ac94ba1938459ffb6abe3bf2b0cd4bab1e Author: Mathieu Ropert Date: Mon Dec 14, 17: 38:59 2020 +0100 [X] Fixed performance issue when mines are used Oops. But I have even better news. While the usage of mines didnt slow the game down, the existence of mines as a concept was still incurring a performance cost, whether you used them or not. This has also been greatly improved for 1.13. So go ahead. Go nuts. Mine the whole ocean. See what happens.

V-Sync, G-Sync, Free-Sync, NSync


While there is no big platform update this time (supported operating systems remain the same), we have introduced some small improvements to rendering tech in HoI. The main one is support for variable refresh rate monitors and GPUs. If you use DX11 (the default since 1.12) and your hardware supports it (and you use Windows 10 or higher), you should get more FPS with vsync off. On my NVIDIA RTX 3060 at work, it goes up from 140-150 FPS in 1.12 to about 190 FPS in 1.13 when the game is paused. Im not saying youll actually be visually able to tell the difference, but you wouldnt be our fans if you didnt like when numbers go up, so this should give you some stonks for free. Weve also tweaked a bit how the game renders when unpaused, especially when your hourly/daily tick starts getting slower than 16/33/50ms (depending on game speed). Long story short, the cost of keeping the FPS going steady when the simulation gets more CPU heavy has been improved, meaning better FPS and less perceived lag especially in speed 4 and 5.

General performance improvements


I used the mines example earlier as a teaser, but in general this update comes with a good amount of performance improvements. Those were partly inspired by having spent time looking at our other titles and a bunch of secret stuff I sadly cannot delve into, and partly just due to getting a fresh set of eyes on old problems. Heres some side by side comparison between 1.12 (Avalanche) and 1.13 (Stella Polaris). First, a fresh new 1936 game on my work i7-12700k and its 20 cores:
HOI4 1.12 Avalanche - 1936 - Intel i7-12700k
HOI4 1.13 Stella Polaris - 1936 - Intel i7-12700k And heres 2 similar-ish saves from 1943, same machine:
HOI4 1.12 Avalanche - 1943 - Intel i7-12700k
HOI4 1.13 Stella Polaris - 1943 - Intel i7-12700k This might look a tad overwhelming if youve never seen the in-game profiler from previous dev diaries (console command imgui show profiler to make it pop in game). The bits I would like to direct your attention to are the Ticks per second and Last 24 ticks average that give you a rough idea of how fast the game is going. Long story short, the 1936 scenario goes from a 15ms average to 10ms average for the hourly tick (the time it takes to simulate one in-game hour). Or if you prefer, from 42 to 64 hours simulated per second. In the 1943 scenario, where there are way more wars, divisions, fleets and planes involved, we go from 43ms to 29ms hourly tick average. Or again, up from 17 to 27 in-game hours simulated every real world second. In both cases, this makes the simulation about 1.5 times faster. In practice, the perceived speed will be a bit less because we still need to account for GPU time and the like, but it should be fairly noticeable still. Of course, we understand that not all of you are running top of the 10th+ generation i7 CPUs, so it would only be fair to also look at what it means on lower end machines. Luckily, I also have access to a modest AMD Ryzen 3 1200, a quad core CPU that the internet tells me is roughly equivalent to an Intel i5-7400. Brace yourselves for more graphs. First, 1936:
HOI4 1.12 Avalanche - 1936 - AMD Ryzen 3 1200
HOI4 1.13 Stella Polaris - 1936 - AMD Ryzen 3 1200 And then the same 1943 saves:
HOI4 1.12 Avalanche - 1943 - AMD Ryzen 3 1200
HOI4 1.13 Stella Polaris - 1943 - AMD Ryzen 3 1200 First off, if there was still any doubt in your mind, yes, switching to a beefier machine will absolutely make HoI run faster. As you can see in the numbers here, this ran about 3 times slower than the high end 20 core machine from before. Second, you can also see that 1.13 still performs better than 1.12 (about 25-30% faster), but not as much as on a high end machine. Why? you ask. Because threads!

HOI4: You Can(not) Multithread


It is a recurring misconception that Paradox games dont use more than one thread. This is obviously not the case. Ive been talking about it since my days on Stellaris. But it is true that some parts of the game simulation are better than others at making use of many cores. And once theyve been made to only use one core, its usually quite difficult to change as the game simulation starts relying on it. This all comes back to the olden days where Europa Universalis was a board game ported to PC. After all, it is fairly common for those to be designed in a way where each actor takes a turn. The German player moves all his troops on the board. Then the British. Then the Soviets. Etc This is a very serial process. Easy to understand and design, but slower than if every player could go at the same time. And of course it is very hard to change after the fact, because if everyone suddenly starts moving at the same time then you get conflicts and need rules to identify and resolve them. Crusader Kings 3 resolved most of those issues by taking a radically different approach to its technical design, but we obviouslydont have that luxury. And no, unlike what Ive heard before, this has little to do with the engine. Understand that ol Clausewitz (and its friend Jomini) are mostly concerned with graphics, networking, loading and saving files, that kind of stuff. The bulk of the performance bottleneck isnt there, its in the game simulation and thats almost entirely up to each game to decide how they wanna approach it and that decision is usually made (and hard to change) in the first years of the game development, before it even releases. Still, in this patch we were able to identify places where we could break that turn-based design and replace it with a simultaneous process and nobody would be the wiser. Which allowed us to throw all your cores at the problem, rather than rely on the one. This is, I believe, the main reason why you will notice more improvement the more cores you have. For example, if a process took say, 2ms before. Now it will take 0.5ms with 4 cores (2/4) and 0.1ms with 20 cores (2/20), roughly speaking. Heres a rough outline of HoI4 CPU usage in a late 1942 save with 20 cores for example:
Notice the CPU chart at the top which shows how many cores are being used at a given time. Ideally youd want it to be fully green all the time, but this is what we get with the upcoming release of HoI4. For those of you who are more technically inclined, I can recommend you this (updated) talk Ive given at ACCU 2023 about multithreading challenges in PDS Games. Multi Threading Model in Paradox Games: Past, Present and Future - Mathieu Ropert - ACCU 2023 [previewyoutube=M6rTceqNiNg;full][/previewyoutube] And with that, Ive just noticed something off while making the screenshots for this dev diary, so Ill go back to investigate and see if theres some more we can do to improve even more in the post-release patches I will leave you with this side by side comparison of letting the game run for 30 seconds on 1.12 vs 1.13. Keep an eye on the date/time at the top. [previewyoutube=kaI4xFN_QIQ;full][/previewyoutube]


[ 2023-10-09 13:07:06 CET ] [ Original post ]

Hearts of Iron IV
Paradox Development Studios Developer
Paradox Interactive Publisher
2016-06-06 Release
GameBillet: 33.97 €
Game News Posts: 472
🎹🖱️Keyboard + Mouse
Very Positive (220284 reviews)
The Game includes VR Support
Public Linux Depots:
  • Hearts of Iron IV Linux [135.44 M]
Available DLCs:
  • Hearts of Iron IV: Sabaton Soundtrack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Sabaton Soundtrack Vol. 2
  • Hearts of Iron IV: Waking the Tiger
  • Hearts of Iron IV: Man the Guns
  • Unit Pack - Hearts of Iron IV: Axis Armor
  • Music - Hearts of Iron IV: Radio Pack
  • Hearts of Iron IV: La Résistance
  • Unit Pack - Hearts of Iron IV: Allied Armor
  • Music - Hearts of Iron IV: Allied Speeches Pack
  • Country Pack - Hearts of Iron IV: Battle for the Bosporus
  • Unit Pack - Hearts of Iron IV: Eastern Front Planes
  • Music - Hearts of Iron IV: Songs of the Eastern Front
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV - DLC Subscription
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: Arms Against Tyranny
  • Country Pack - Hearts of Iron IV: Trial of Allegiance
  • Hearts of Iron IV: Content Creator Pack - Soviet Union 2D
  • Expansion - Hearts of Iron IV: Götterdämmerung
  • Hearts of Iron IV: Expansion Pass 1
  • Expansion pass 1 Bonus - Hearts of Iron IV: Supporter Pack
  • Expansion Pass 1 Bonus - Hearts of Iron IV: Ride of the Valkyries Music
Victory is at your fingertips! Your ability to lead your nation is your supreme weapon, the strategy game Hearts of Iron IV lets you take command of any nation in World War II; the most engaging conflict in world history.

From the heart of the battlefield to the command center, you will guide your nation to glory and wage war, negotiate or invade. You hold the power to tip the very balance of WWII.

It is time to show your ability as the greatest military leader in the world. Will you relive or change history? Will you change the fate of the world by achieving victory at all costs?

Main Features:
  • Total strategic war: War is not only won on land, sea and in the air. It’s also achieved in the hearts and minds of men and women.
  • Authentic real-time war simulation: Let the greatest commanders of WW2 fight your war with the tools of the time; tanks, planes, ships, guns and newly discovered weapons of mass destruction.
  • Assume control of any nation: Choose from the greatest powers striving for victory, or the small nations trying to weather the storm.
  • Turn the world into your battlefield: Experience the full WWII timespan in a topographical map complete with seasons, weather and terrain. Snow, mud, storms can be both your strong ally and a ruthless enemy.
  • Negotiate or force your will: Experience the advanced politics and diplomacy systems, form factions, engage in trade for resources and appoint ministers to your party.
  • Intense Online Combat: Battle in both competitive and cooperative multiplayer for up to 32 players. Featuring cross-platform multiplayer.
  • Give your nation a unique edge: Experience the flexible technology system, where all major powers get their own unique identity. Develop detailed historic tanks and planes through research and army experience.

Everyone will receive:
  • Poland: United and Ready:
    A Free DLC adds a unique focus tree for Poland, new 3d models for tanks and planes, 2d assets, and extra leader portraits for the ultimate in historical accuracy.
  • Forum Avatar
  • Wallpaper

MINIMAL SETUP
  • OS: OS: Ubuntu 20.04
  • Processor: Intel Core 2 Quad Q9400 @ 2.66 GHz / AMD Athlon II X4 650 @ 3.20 GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: ATI Radeon HD 5850 or NVIDIA GeForce GTX470 with 1GB VRAM / Latest available proprietary drivers from both manufacturers
  • Storage: 2 GB available spaceAdditional Notes: Controller support: 3-button mouse. keyboard. and speakers are required. / Internet Connection or LAN for multiplayer. Up to 32 other players in multiplayer mode.
RECOMMENDED SETUP
  • OS: OS: Ubuntu 20.04
  • Processor: Intel Core i5 750 @ 2.66 GHz / AMD Phenom II X4 955 @ 3.20 GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: ATI Radeon HD 6950 or NVIDIA GeForce GTX570 with 2GB VRAM / Latest available proprietary drivers from both manufacturers
  • Storage: 2 GB available spaceAdditional Notes: Controller support: 3-button mouse. keyboard. and speakers are required. / Internet Connection or LAN for multiplayer. Up to 32 other players in multiplayer mode.
GAMEBILLET

[ 6089 ]

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GAMERSGATE

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