Profiling-based Optimization (Performance Mod)

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Author: Brute

Last revision: 3 Jul, 2024 at 05:40 UTC (4)

File size: 1.36 MB

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Description:

For fellow modders: feel free to incorporate any or all parts of this mod into your own mod! I would also be glad to help in case you want to discuss implementing mod-specific optimizations.

As for donation, I currently don’t think that this mod deserves it: I may be the first person to point out those problems, but they are relatively easy to fix and not as groundbreaking as what other modders managed to implement. Plus, most of it had been incorporated into the base game, and it would be unfair for supporters of this mod to pay the price. But I really appreciate everyone who offered to donate, and I promise I will work on dlc-content optimization when my finance improves.

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(6/29) I have disabled parts of my mods that have already been incorporated into the base game, but preserved the disabling of default dynamic flags due to the performance improvement (I’m not sure how much the recent CoA calculation rework actually achieves compared to disabling it all together.)
A new optimization is implemented that re-ordered all the potential conditions for every character interactions to make short-circuiting more often. Details in the update log.

Again, I must admit that all the low-hanging fruits for opitmization have been pretty much exhausted now, and ultimately modders are quite handicupped as to what game mechanics/engine features we can take advantage to both implement new things and fix old things, but I will continue to try my best with this somewhat autistic endeavor.

Due to financial constraints, I won’t have access to the dlcs (including SoI unfortunately), so all the changes so far have been made on the base game. I will have a look at dlc-specific optimizations (presumably there might be some out there) when I have access to them.

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(Note: what differentiates my performance/optimization mods from most other mods is that I believe optimization should have as little impact on the gameplay/game mechanics as possible. The only places I optimize are those where unnecessary calculations can be avoided with little or no influence on how the game should otherwise feel: I still love my mosaic of pops and tiny countries in Victoria 3!

Of course, you are always welcome to combine this mod with other optimization mods that have to do with reducing the number of pops. While I cannot guarantee the compatibility with major overhaul mods, minor mods should work with this one without any issue. I welcome fellow modders to contact me if you want to incorporate parts of the optimization I made here into any major mods, since they tend to have even greater performance concerns. )

People all rightfully point out that Victoria 3 tends to have significant performance issue towards the late-game, which is often (partially correctly) attributed to pop fragmentation. Most optimization and performance mods thus focus on reducing the number of pops. However, it seems like none has utilized the in-built script profiler to look at what exactly contributes to the game’s performance issue.

This mod is my personal project to optimize the game based on the profiling result. At this moment it contains two specific changes, where the original script used an highly inefficient method that lead to unnecessary calculation throughout the game, even though nothing is gained gameplay-wise.

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Revisions:

Old revisions of this mod are available below. Click the link to download.