Well, reading up more on the Unity Burst compiler and it looks like this is exactly what they're doing. Non-GC subset of C#.. So structs only, data stored mostly within the "Job" and on the stack (and presumably some "engine data" you can access safely (but not own or delete)?)https://twitter.com/ssylvan/status/976233614349225984 …
I’m not convinced GC is an issue for that kind of code even in a full-GC language. This is what a good generational GC will excel at… It’ll be an interesting experiment.
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It's certainly a problem in both Unity and UE4 right now... I tend to agree that it's probably possible to make a GC that works better for games, but IMO step 0 is to reduce the amount of garbage by at least 10x compared to C# "style" allocation patterns.
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To be clearer, my concern is that disabling GC for small “hot spots” doesn’t eliminate GC latency elsewhere. People keep trying this in JS and I’ve never seen it work particularly well, certainly not enough to justify the maintenance burden of that kind of code.
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