In this update2
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Full Hearts of Iron IV update
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Repeated intro
Hello everyone, it's again the time to give you a glimpse into the fun stuff we've been doing from the tech side. You know, in addition to implementing the new features. This time around, I (PDXen) got the honour to write the Dev Diary.
What changed
- Gameplay
- Performance
I'm gonna start off with some outdated news from the past: Did you know that we did a performance pass on Trial of Allegiance? I honestly hope that you didn't. Being a country pack, we never intended to improve the performance but we did make improvements to counter the influx of data that happens when we add more content.
But I know you don't want to listen to ramblings about the past. So let's get started on what we've done this time. While we've taken time to look at the performance and improve parts of it, we've also added some new generic features that we hope our modders will like.
Performance
I'm gonna be brutally honest with you from the start: The performance goal of this DLC was to not decay performance. (Un)fortunately, this doesn't mean we can lean back and ignore it. More content and new features all add to the computations we need to run and I wanted all the new stuff to happen at net-zero performance cost. Essentially, the same thing as for Trial of Allegiance, but with much more. So we had to do something to maintain the status quo with performance.
So whenever our performance tracking indicated a slowdown for the first time I took a look at what we could optimize and became a bit disheartened. T he French Paradox did a very good job at parallelising much of our code for AAT. There were not many easy options for parallelisation left but we managed to identify a few places. Even on our machines with quite a lot of cores, this wasn’t enough so we took a step back and looked at optimizing the sequential parts of the code. I hope this is quite good news for all of us that run on hardware with fewer cores.
The hunt for optimization opportunities led to looking at old systems that now had more data and the uncharted lands of legacy code. I’m just gonna give you a few tidbits of old systems that we found interesting assumptions about the data in or simply interesting ways of solving it.
Focuses
I imagine some of you have been with us from the start. Do you remember the size of the original focus trees? And for those of you who don't, simply open up the generic tree to get an idea. Over the years, we've had a large influx of focuses in the focus trees. For example, we have ~60 in the generic focus tree compared to the ~180 national focuses in Belgium, not counting the Belgian-Congo part. And the size of the Belgium focus tree doesn't even compare to the new German one (which is somewhere between 350 and 400 focuses).
The new German focus tree with 350-400 focuses, which I couldn’t even fit into a 2k screen.
The new Belgium focus tree with ~180 focuses.
The Haiti docs tree is using the generic focus tree with ~60 focuses
The size in itself is not that much of a problem since you generally don’t have the focus tree open at all times. However, we have a nifty functionality to bypass focus. Over time this function has taken more and more performance to run. Guess why? It checked
Source
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