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by renox
1769 days ago
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If memory serves, you (only) need two or three times the memory for GC which work well(low pause) than for manual allocation --> I'm surprised that developers of PC games didn't switch to GCs 'en masse'.. And no, I'm not joking: I work in C++ and I know exactly how annoying memory errors can be.. Thanks a lot valgrind|ASAN developers! |
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There is a common misconception that GC invariably precludes the construction of a "high performance" system, which is not true. If your use case allows you to not care as much about larger memory consumption -- 2x to 3x does seem like a reasonable first approximation of "larger" -- then GC is indeed a viable option for building "high performance" systems.
This case is not uncommon. Not everyone is targeting a memory constrained console or embedded system.
In many (though of course not all) cases, the tradeoff is well worth it -- consume more memory at runtime, spend some time tuning the GC, and in exchange developers can ship a product faster, by having to spend significantly less time dealing with manual memory allocation.