An update on this for anybody who might have a similar issue and find this 
post:

The GC problems observed were actually happening with an older version of 
V8.  Switching to version 3.9.21 fixed the issues, and in this version 
--max-new-space-size=1024 
--never-compact  actually work and make a difference.  Thanks V8 team.


On Wednesday, October 10, 2012 10:43:27 AM UTC-7, Shalay wrote:
>
> Hello,
>
> We're running a game engine natively on Android using v8.  It works fine, 
> except that garbage collection causes periodic hesitations (pauses) in 
> display.  I'm using the AddGCPrologueCallback() & AddGCEpilogueCallback() 
> to log the gc.  The Scavenge type gc does not cause a problem, only the 
> MarkSweepCompact type.
> The way it happens depends on the number of active entities in the game.  
> With few entities we get MSC type GC every minute or so, and no visible 
> hesitation.  But with high number of entities, MSC happens every 4-5 
> seconds, and visually estimating, it looks like pause periods of 
> 100-300mS.  Are there any options to change GC behavior to avoid this 
> problem?  I've tried " --max-new-space-size=1024 --never-compact" flags 
> based on suggestion by Erik Cory in this stack overflow 
> question<http://stackoverflow.com/questions/5603011/node-js-and-v8-garbage-collection>,
>  
> but it still behaves the same.  
>
> Thanks for your help.
>
> ------------
>
> Some more info:
>
> I'm measuring the period between Prologue and Epilogue callbacks to see 
> how long GC takes.  Not sure if this is a good way of measuring or not.  
> For some reason with low entity numbers, where there's no visible 
> hesitation, the GC time measures 30-100 mS.  But with high entity numbers, 
> where the pause is noticable, the GC time measures about 17 mS. 
>
> I'm using V8 version 3.9.21.
>  
>
>

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