Multi Threading Model in Paradox Games: Past, Present and Future
summary
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.
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chapters (15)
- 0:00Start
- 3:44Importance of Multi-Threading
- 4:06Concurrency Models
- 15:26Crusader Kings 2
- 21:24The Basic Game Loop
- 25:52Session Update
- 26:47Subsystem Update
- 29:50Grain Size
- 31:02Command Optimization
- 33:36Summary
- 45:55Imperator
- 54:45Subsystem Update Requirements
- 56:04Conclusion
- 57:47Background Threads
- 59:11Mobile Cpu Usage
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