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The last time I encountered GC issues in gamedev, we were seeing 100ms GC pauses (that's 6 dropped frames at 60fps!) every 30 seconds or so. We had poor insigh
by MaulingMonkey 7y ago
The last time I encountered GC issues in gamedev, we were seeing 100ms GC pauses (that's 6 dropped frames at 60fps!) every 30 seconds or so. We had poor insight into why, and what we could glean of "why" was that it was a widespread problem with how our designers were prototyping stuff in JS (more specifically, they were writing it as regular JS, instead of jumping through hoops to try and relieve GC pressure through pooling objects) with no clear single cause to blame.
Other issues I've seen include nondeterministic GC sometimes failling to garbage collect one level before we loaded another, OOMing the game. Have you ever forced a GC three times in a row to try and ensure you're not doubling your memory use on a memory constrained platform? I have. (This was exacerbated by cycles between the GCed objects and traditionally refcounted objects - you'd GC, which would run finalizers that would decref, which in turn would unroot some GCed objects allowing them to be collected, which in turn run more finalizers, which would decref more objects, ...)
The last time I encountered a similar (de)alloc spike in a non-GC gamedev system was much longer ago, and it was a particular gameplay system freeing a ton of graphics resources in a single frame, when doing something akin to a scene transition or reskinning of the world - which was easily identified with standard profiling tools, and easily fixed in under a day's work by simply amortizing the cost of freeing the resources over a few frames by delaying deallocs with a queue. More commonly there were memory leaks from refcounted pointer cycles, but those also generally pretty easily identified and fixed with standard memory leak detection tools.
The problem isn't GC per se. It's that most/all off-the-shelf language-intrinsic GCs are opaque, unhookable, uncustomizable, unreplacable black boxes which everything is shoved into. malloc/free? Easily replaced, often hookable. C++'s new/delete? Overloadable, easily replaced, you have the tools to invoke ctors/dtors yourself from your own allocators. Localized GC for your lock-free containers ala crossbeam_epoch? Sure, perfectly fine. Graphics resource managers often end up becoming something similar to GCed systems on steroids, carefully managing when resources are created and freed to avoid latency spikes or collecting things about to be used again soon.
But the GCs built into actual languages? Almost always a pain in the ass.
- ncmncm 7y ago> The problem isn't GC per se. In other words, the problem is GC, full stop.
- MaulingMonkey 7y agoThing is, I've helped ship my share of GCs in games, and they're not always a problem. UI solutions often/usually use some kind of GCed language for scripting. But the scale and scope of what UIs are dealing with are small enough that we don't see 100ms GC spikes. Our tools and editors leverage GCed languages a lot - python, C#, lua, you name it - and as long as their logic isn't spilling into the core per-frame per-entity loops, the result is usually tollerable if not outright perfectly fine. We can afford enough RAM for our dev machines that some excess uncollected data isn't a problem. And with the right devs you can ship a Unity title without GC related hitching. https://docs.unity3d.com/Manual/UnderstandingAutomaticMemoryManagement.html https://docs.unity3d.com/Manual/UnderstandingAutomaticMemory... references GC pauses in the 5-7ms range for heap sizes in the 200KB-1MB range for the iPhone 3 [1]. That's monstrously expensive - 1/3rd of my frame budget in one go at 60fps, when I frequently go after spikes as small as 1ms for optimization when they cause me to miss vsync - but possibly managable, especially if the game is more GPU-bound than CPU-bound. It certainly helps that Unity actually has some decent tools for figuring out what's going on with your GC, and that C# has value types you can use to reduce GC pressure for bulk data much more easily. [1] Okay, these numbers are pretty clearly well out of date if we're talking about the iPhone 3, so take those numbers with a giant grain of salt, but at the same time they sound waaay more accurate than the <1ms for 18GB numbers I'm hearing elsewhere in the thread, based on more recent personal experience.
- ncmncm 7y agoRight, well-contained GC in non-critical threads is not a problem. Once you get it trying to scan all of memory, your caches get corrupted, and only global measurements can tell you what the performance impact really is. GC enthusiasts always lie about their performance impact, almost always unwittingly, because their measurements only tell them about time actually spent by the garbage collector, and not about its impact on the rest of the system. But their inability to measure actual impact should not inspire confidence in their numbers.