2 ms·
Oculus Rift and friends. VR needs extremely consistent latency and has very tight deadlines. Ideally, you render 90 FPS and never miss a frame. GC pauses are o
by pshc 12y ago
Oculus Rift and friends. VR needs extremely consistent latency and has very tight deadlines. Ideally, you render 90 FPS and never miss a frame.
GC pauses are out of the question, so if you're going to use GC, you need to be real-time without any degenerate stop-the-world cases. The linked article ostensibly delivers this, but there's no real-world evidence. Given your tight time budget, you also don't want to pay the "GC tax". GC just makes your life harder in this environment.
There also isn't really any good reason to write a 3D engine in GC'd languages given a) existing C++ engines and b) sightings of Rust on the horizon.
- AceJohnny2 12y agoAh, when lumped with GC I was wondering if there was a new trend in memory management that was confusingly called VR as well :)
- pjmlp 12y agoI know of missile control systems done in Real Time Java. Just one example, http://www.atego.com/pressreleases/pressitem/aonix-perc-ultra-virtual-machine-passes-muster-on-modernized-guided-missile http://www.atego.com/pressreleases/pressitem/aonix-perc-ultr... Better no GC jitter....