When video game people say that they usually mean "tracing gc" instead of 
"gc" and it's about the latency, not the throughput, which Yichao explained.
A game has a soft deadline every few tens of milliseconds to render to the 
screen and gc pauses can make the experience miserable.
Interestingly a lot of games actually have a tracing gc that handles some 
objects, either because they embed a managed scripting language for 
gameplay or even because they have a C++ gc (I'm looking at you Unreal 
Engine).
The key is to keep the number of managed object small-ish and collect them 
incrementally every frame.
The general saying "gc is a no go for real-time games" usually comes with a 
strawman where every single 3 component vector is heap allocated.

On Thursday, May 26, 2016 at 2:13:15 PM UTC-4, Ford Ox wrote:
>
> This is the wrong question to ask
>>
>  
> I wanted to write 'good enough' but then I discarded it since its too 
> broad term. It was a mistake.
>
> I was wondering, whether there will ever be so well rounded GC, that ... 
> "reference counting, manual allocation / freeing and all that c++ stuff 
> will be obsolete."
>
> Reacting to Jeff post
>
> I always hear from people working in game industry (graphics) that GC 
> languages can't be used, since it always causes some minor lags. Is that 
> another misinformation?
>

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