4 ms·
> For a video game running at 60 frames per second each frame has 16 milliseconds in which to complete, so a pause of less than a millisecond is not going to be
by nwallin 7y ago
> For a video game running at 60 frames per second each frame has 16 milliseconds in which to complete, so a pause of less than a millisecond is not going to be significant relative to other overheads.
First of all: bullshit. Second of all: bullshit.
99th percentile of 1ms means that 1% of the time you're worse than that. The author says sometimes it's as bad as 8ms. A dropped frame every 15 seconds or so will make your game unplayable. 99th percentile measurements are useless. Tell me how often your users are subjected to any given latency.
One millisecond is enormous. My kingdom for a millisecond. If one in ten frames losses 1ms to a GC and one in a thousand frames looses 4ms, that means my budget is 12ms down from 16ms. Thanks, you've sent my expected environment back to 2010.
People think they can just say "99th percentile is bad but not terrible" and assume that's the end of the argument but that's not how the world works. 99th percentile frame time happens once every 1.7 seconds. If your web page loads 200 assets (which is basically all of them these days) nearly all page loads will hit worse than 99th percentile for one of those asset loads.
99th percentile analysis is useless.
- ncmncm 7y agoAs we say in fintech, a millisecond is an eternity. (Lately, I have been hearing that a microsecond is an eternity.) Garbage collection promotion is always, fundamentally, an exercise in doublethink. How can an intolerable process be made to seem tolerable, so that my dodgy language which depends on it can be used in place of a mature language which has a robust mechanism for managing all resources, not just memory? It can't. GC is fine for things that don't matter, but things have a way of coming, in time, to matter. Then you have a Problem.