7 ms·
So, the nursery is a certain size. If you are filling it up continually you're going to be spending a lot of time managing it. Not only that, but if your rate o
by collinvandyck76 12y ago
So, the nursery is a certain size. If you are filling it up continually you're going to be spending a lot of time managing it. Not only that, but if your rate of allocation is high enough you might inadvertently promote a number of objects that have not gone out of scope yet to the tenured section which in a less demanding allocation scenario could have been collected from the nursery.
- x0x0 12y agonursery gc should be very fast, particularly if most objects die; this issue sounds like it needs more investigation also, it sounds like the devs should be doing some testing on typical user machines, instead of higher powered dev boxes
- Skinney 12y agoNursery gc on my machine (Macbook Air 2013) is 10ms.
- gchpaco 12y agoNursery gc is proportional to the size of the live object set (here alleged to be 0) plus a constant overhead. It's not a simple thing to benchmark.
- Skinney 12y agoLive memory 25Mb in my case, sorry, kinda important number to mention :P
- TheLoneWolfling 12y agoSo, what you're saying is that in order to keep 60FPS consistantly you need to cram the entire rest of the frame into 6.7ms? (That's an equivalent of running at 150FPS "normally".) People forget how sensitive framerate is to seemingly minor amounts of time. (Even if you have a target of 30FPS (please don't!), that's still an effective target of 43FPS.)