~/talk

Multi Threading Model in Paradox Games: Past, Present and Future

Talkat CppCon 2021 · on Thursday, 2021-10-28· at 07:45· online· [frontend-architecture]
slides:none on file

Paradox documents an evolution from an older TBB-based, per-entity parallel_for model used in Europa Universalis IV Hearts of Iron IV and Stellaris to a Crusader Kings 3 design that runs a main/render thread plus a session thread and a read-lock + write commit staging approach. Benchmarks cite player hardware moving from ~3 to ~5 physical cores and CK3 achieving a bell curve centered near five cores with no player complaints — years elapse in seconds. The concrete tools are Intel TBB and custom staging, the claim is better core utilization and deterministic multiplayer, and it demonstrably works.

AI-written summary · about

  1. 0:00Start
  2. 3:44Importance of Multi-Threading
  3. 4:06Concurrency Models
  4. 15:26Crusader Kings 2
  5. 21:24The Basic Game Loop
  6. 25:52Session Update
  7. 26:47Subsystem Update
  8. 29:50Grain Size
  9. 31:02Command Optimization
  10. 33:36Summary
  11. 45:55Imperator
  12. 54:45Subsystem Update Requirements
  13. 56:04Conclusion
  14. 57:47Background Threads
  15. 59:11Mobile Cpu Usage
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