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by lmm 3790 days ago
True as far as it goes. Modern GC can mostly be done concurrently (it's only heap compaction that requires stopping the world). Fully pauseless GC is very much possible (see e.g. Azul C4), as are e.g. architectures involving multiple short-lived processes with individual heaps. Even without that, it's often possible to do a relatively small amount of manual work to do the things that require pausing only at appropriate times.
1 comments

Possible != usable in production.
C4 is absolutely a production product. It's used in systems that insane amounts of money depend on. As for the manual approach, I've seen it work in production.
Well, not everyone is writing the next version of Crysis.

There are plenty of production games that can live with < 10ms pauses.

It's not just the pauses though. Cities Skyline has terrible performance, far worse than other more-intensive 3D games, and I can't help but feel that their choice of game engine is a major reason behind that.
The engine or the programmers?