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

By Mathieu Ropert

Paradox grand strategy games are all about simulating history through various lenses (politics, economy, warfare, diplomacy, demographics…​) in real time. Over the last 20 years, our games have become more complex and more demanding on CPU computations.

In this talk we will see how the threading model of the game simulation evolved over time to try and deliver the necessary throughput and latency required to keep the games fluid with more and more complex systems.

We will focus on 3 models, the "old" which is shared by some long running production games such as Europa Universalis IV, Hearts of Iron IV and Stellaris, the "current" model brought by Crusader Kings 3 and finally discuss some thoughts and ideas of what future games may experiment with.





Your Privacy

By clicking "Accept Non-Essential Cookies" you agree ACCU can store non-essential cookies on your device and disclose information in accordance with our Privacy Policy and Cookie Policy.

Current Setting: Non-Essential Cookies REJECTED


By clicking "Include Third Party Content" you agree ACCU can forward your IP address to third-party sites (such as YouTube) to enhance the information presented on this site, and that third-party sites may store cookies on your device.

Current Setting: Third Party Content EXCLUDED



Settings can be changed at any time from the Cookie Policy page.