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 …
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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Well, if e.g. 90% of your game logic runs without GC, then there will just be fewer allocations to begin with, which helps a lot. If you can reduce garbage by X% you typically get more than X% improvement in "time between GC pauses" because...
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... fewer allocations delays the GC, which means more objects will have had time to die, which means you free up more memory, which delays the next GC, etc. etc. Virtuous cycle. Small reductions in allocations can have disproportionate benefit.
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