Anx Defense - Liador
A 2 hours livestream of Anx Defense. Discover this innovative tower defense gameplay and ask questions to the devs!
Sledders - BackwoodBeach
Exciting news for all the winter sports enthusiasts out there! As part of Steam Next Fest, Sledders will be brought to life in real-time by the one and only Red Duelist. Get ready for a high-octane ride down the virtual slopes and an exclusive sneak peek at Sledders' gameplay.

Date & Time:Today, during Steam Next Fest

Where to Watch:Visit the Sledders Steam page to catch all the action. Red Duelist will be going live.
See you on the slopes!

https://store.steampowered.com/app/2486740/Sledders/
Hearts of Iron IV - PDX Chakerathe
Bonjour à nouveau, friends! I don’t know if the third time makes it a tradition but I appear once more before release to give some updates from HoI’s tech team.

If you haven’t seen much of me since last year, it’s because I’ve partly been busy with **REDACTED**, **REDACTED** and also with **REDACTED**, but my attention has fully returned to HoI for the last couple months.

So, what’s new with HoI’s 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 that’s a lie. The “mine lag” I keep reading about in some community house rules isn’t a thing. Hasn’t been for 2 years. I know because I fixed it in 1.11 (Barbarossa). But don’t 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 didn’t 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.

I’m not saying you’ll actually be visually able to tell the difference, but you wouldn’t be our fans if you didn’t like when numbers go up, so this should give you some stonks for free.

We’ve 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.

Here’s 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 it’s 20 cores:

HOI4 1.12 “Avalanche” - 1936 - Intel i7-12700k


HOI4 1.13 “Stella Polaris” - 1936 - Intel i7-12700k

And here’s 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 you’ve 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 don’t use more than one thread. This is obviously not the case. I’ve 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 they’ve been made to only use one core, it’s 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 obviously don’t have that luxury. And no, unlike what I’ve 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 isn’t there, it’s in the game simulation and that’s 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. Here’s 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 you’d 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 I’ve given at ACCU 2023 about multithreading challenges in PDS Games.

Multi Threading Model in Paradox Games: Past, Present and Future - Mathieu Ropert - ACCU 2023


And with that, I’ve just noticed something off while making the screenshots for this dev diary, so I’ll go back to investigate and see if there’s 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.


Oct 9, 2023
Stress Chess - fourorbstudios
Fixed a few levels not working as expected.
Thanks to Easy Target, Dokartist, Atslughorn, Spasic, AND92, and Magnus77 for helping diagnose the bug.
Last Train Home - THQ Nordic
Hello, Legionaries,

We have some exciting news to share about Last Train Home. This gripping survival strategy game is set to arrive on PC on November 28, 2023!



In addition, we're pleased to announce our participation in Steam Next Fest, where you can now experience the game demo. You can easily download the demo from our Steam page. We look forward to hearing your thoughts and reactions!

For those interested in watching the developers play the game and discussing it, we invite you to tune in to our live stream, scheduled for today at 5 PM CEST on THQ Nordic Twitch.

And finally, check out the new trailer and prepare to immerse yourself in the story of the Czechoslovak Legionaries, where battles are more than just fights; they're trials of your strategic wit and leadership skills.



https://store.steampowered.com/app/1469610/Last_Train_Home/

Important links

Last Train Home


Ashborne Games


THQ Nordic

Dinkum - taj14
G’day everyone,

I’m happy to say that once again I’ve partnered up with the great people at Youtooz. And this time around, they designed this amazing Jackaroo Plush! It even has a little pouch you can put your stuff in. If you would love to have one of these Jackaroos, then don’t wait too long. Pre-orders are now on and will be available for 11 more days only. So make sure you pre-order before they are gone.

Pre-order your Youtooz Jackaroo Plushie right HERE!





I hope you will like it as much as I do. As always, have a good one, and speak to you soon.

James


PS. I know you've all been waiting for the Summer Sun update. We are nearly there! I’ll have more news for you soon.
Gladiators: Survival in Rome - Saturnus
Hey Brave Gladiators,

Last week we've shown you some of the sneak peaks on the upcoming major Halloween-themed event. We've brought some more cool videos of the content that is currently in development. This event will feature two new dungeons, here's work-in-progress footage of one of them!



Come join our Discord for more news and ability to communicate with the developer team directly!





Silent Rain - 2chab

We're excited to announce that Silent Rain will be featured in the October 2023 Steam Next Fest.
You can get your hands on a demo of the game throughout the festival, leading up to the Early Access release on October 20, 2023!

In celebration of this occasion, we will be hosting a second special livestream with our team members.
Mark your calendars for October 12th, 2023, at 7:00 PM PT.

We can't wait to have you join us for the event! 👻
Anomaly Agent - gcbndenis
https://store.steampowered.com/app/2378620/Anomaly_Agent/
Our game, Anomaly Agent, which we've worked on with great pleasure, is now live with its demo. In this demo, you'll get a glimpse of the introductory sections of the game. We wanted to show you a small portion of what we have in store for the full game.

We hope that you'll have an enjoyable experience while playing, and that you'll have a great time with its story. Thank you for your interest!
Oct 9, 2023
Portal Fantasy - Haron PF
As you advance in the world of Portal Fantasy you will find harder enemies and challenges. But as a Hero, you will have your Porbles next to you, and with your guidance, they will keep leveling up and get stronger.
But sometimes leveling alone isn't enough. That is where Majesty comes into play.



Majesty is a ranking system. Most Porbles you will find will be at level 0 of Majestiy. But you can increase it with the help of the fusion room and some...sacrifices.

Following recipes that use other Porbles and materials you can harvest all over the world, you will be able to increase the Majesty of your Porbles. There are even rumors that with the right ingredients, some Porbles can obtain a new look.



Fusion will be available to any Hero that reaches Valeria, but you will have to use it strategically because beyond paying the price of sacrificing Porbles and other ingredients the Fusion Room will have a cooldown period before a new use. You know to recharge all the magical and technonlogical energy.



Thank you for reading this development diary for Portal Fantasy. We will keep them until the game is finished, and if you are interested, please add the game to your wishlist on STEAM!

https://store.steampowered.com/app/2464460/Portal_Fantasy

About the game
Portal Fantasy offers two different play styles: hero and architect. As a Hero, you can explore different worlds, befriend monsters, raise them, and make them fight. The Architect is then responsible for creating maps with tilesets that support the adventures of the Heroes.
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