March 21, 2009Re: new D2.0 + C++ language
Posted in reply to Rainer Deyke
Hello Rainer, > Christopher Wright wrote: > >> Games have strict performance requirements that a stop-the-world type >> of garbage collector violates. Specifically, a full collection would >> cause an undue delay of hundreds of milliseconds on occasion. If this >> happens once every ten seconds, your game has performance problems. >> This is not true of pretty much any other type of application. >> > If you spend hundreds of milliseconds on garbage collection every ten > second, you spend multiple percent of your total execution time on > garbage collection. I wouldn't consider that acceptable anywhere. > If you spend a few 0.1ths of a ms every 10 ms on reference counting, smart pointers or passing around other meta data it's the just as bad. I have no data but even worse would be, as I expect is true, if non GC apps end up being architected different to make memory management easier (if so, you can bet money it won't be faster as result).