3 ms·
Yeah, there's a reason games often preallocate large chunks of memory and then not allocate/deallocate during a level, use object pooling and stack allocators.
by dkersten 7y ago
Yeah, there's a reason games often preallocate large chunks of memory and then not allocate/deallocate during a level, use object pooling and stack allocators.
It seems like a strange example to give, when many modern games obsess over minimising delays in all sorts of ways (eg anything Mike Acton talks about: not just cache-friendly data-oriented structure-of-arrays or removing branches, but also eliminating function calls ("where there's one, there's many") and pointer indirection).
- masklinn 7y ago> It seems like a strange example to give, when many modern games obsess over minimising delays in all sorts of ways And the more competitive ones tend to run higher than 60fps too, making the issue even more prominent, meanwhile for those for which it doesn't really matter (e.g. a 2D adventure game)… neither does ultra-low GC latency either.