![]() One of the profilers we use here at PDS is Optick which is an open source profiler targeted mainly at game development. So let’s dive a bit deeper into what’s going on during a weekly tick. This combined with the fact that a weekly tick also includes all daily and tickly tick tasks means it usually ends up taking quite long. ![]() Numbers in seconds averaged from multiple runs using a debug build.Īs you can see from the graph above many of our most expensive tick tasks are run on a weekly basis. Top ten most expensive tick tasks in our nightly tests as of Feb 15. One of the most expensive things in the game is the employment update, followed by the pop need cache update and the modifier update. Depending on how often they run and what game objects they operate on their impact on the game speed will vary. On the other hand some of them are quite massive. Many of the tick tasks are small things just updating one or a few values. Available with the console command TickTask.Graph. A tick task is a distinct set of operations to perform on the gamestate along with information on how often it should happen and what other tick tasks it depends on before it is allowed to run.Īn overview of some of the tick tasks in the game. To keep the code organized we have our tick broken down into what we call tick tasks. If you thought 1.1 was slow you should have seen the game a year before release…Ĭontent of a tickVictoria 3 is very simulation driven and as such there is a lot of work that needs to happen in the tick. On Victoria 3 we have yearly, monthly, weekly, daily, and (regular) ticks. Some work might not need to happen as often as others, so we divide the ticks into categories. For Victoria 3 a tick is six hours, or a quarter of a day. In CK3 and EU4 a tick is a single day, while on HOI4 it's just one hour. What exactly a tick means in terms of in game time varies a bit. Some graphs will be from debug builds and some from release builds, so numbers might not always be directly comparable. Here I will instead be using the inverse metric, or how long a tick takes on average to complete in either seconds or milliseconds. ![]() This metric is not as consistently named across the games industry as fps is, but you might be familiar with the names Ticks Per Second or Updates Per Second from some other games. But with simulation heavy games like the ones we make at PDS another aspect comes into play. For many games it is mostly about how high fps you can get without having to turn the graphics settings down too far. What is performanceIt’s hard to talk about performance without first having some understanding of what we mean by it. ![]()
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