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If you pool everything, the GC never runs and tracing is irrelevant. However, getting to there is very difficult. Better is to just make sure you throw almost everything away before the next GC, have a small permanent runtime set of objects and accept 10-20ms stop the world young gen collections.


Targeting 30fps, you have 33ms to render whole frame. Losing 20 ms of that to GC would make things… challenging.

And if you're targeting 60fps, that's 16ms. Stop the world for 20ms, and you've missed 1 and 1/4 of a frame.


There are concurrent collectors that do not stop the world (e.g. Azul's) that you might want to look at for game development.




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