BTW, another gem of a Tim Sweeney commentary on CLR GC pauses, admittedly
old from 2002 (though I don't think this has changed much since then, nor
will it until C4)

http://floodyberry.com/sweeney/posting.html#s2002072102410

[C#] seems very capable in most regards and has many attributes of an
> excellent game scripting language, but it's garbage collection pauses seem
> to be a showstopper flaw. In prototype code that does an amount of realtime
> object creation that is reasonable for a current generation game, i.e.
> around 100 object allocations per frame at 60 fps, I'm seeing pauses of 2-3
> seconds that occur once every 5-10 minutes.
>


> Is this a feature or a bug?
>


> Obviously one can't ship an action game that hits a 5 second pause every
> 5-10 minutes!
>


> Note that in this scenario the amortized time going to garbage collection
> (under 3% of execution time) is totally acceptable. What's unacceptable is
> that it all happens at once and makes the application appear to be locked
> up. In a realtime app such as a game that attempts to run at 60 fps, it is
> necessary to establish a realtime expectation on garbage collection
> overhead (not a hard guarantee, but an expectation that we can count on
> being broken only very infrequently), such as "the garbage collector will
> never use more than 1 msec within any 10 msec period of time".


More Tim Sweeney gems at...

http://floodyberry.com/sweeney/posting.html#s1999071705210
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