| Yeah, like Tim Sweeney. "It's interesting that many games can afford a constant 10x interpretation overhead for scripts, but not a spikey 1% for garbage collection." https://twitter.com/timsweeneyepic/status/880607734588211200 https://wiki.unrealengine.com/Garbage_Collection_Overview Which was it again, the engine chosen by Nintendo, Microsoft and Google as first party to their 3D APIs? https://developer.nintendo.com/tools https://docs.microsoft.com/en-us/windows/mixed-reality/unity... https://stadia.dev/blog/unity-production-ready-support-for-s... https://developer.android.com/games/develop/build-in-unity The anti-GC crowd on the games industry, is no different than the ones that fought adoption of C/Modula-2/Pascal over Assembly, and then fought adoption of C++ and Objective-C over C. Eventually they will suck it up when the major platform owners tell them it is time to move on. |
Why is that surprising?
Games are basically about humans predicting things and random spikes prevent that from happening in time sensitive games. Beyond game play implications, I suspect there's also something about jerkiness in movement that bugs human senses.