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Elijah Carter.
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October 14, 2026 at 6:32 pm #117650
Lily RamirezMemberI’ve been chasing frame-time consistency in ranked and I keep hitting GC pause stalls that wreck my reaction windows—those 8-12ms hitches from C# heap allocation are exactly the kind of thing that costs me a clutch. Before I commit to a rewrite, I want to hear from people who’ve actually profiled this in a live competitive title. What’s your real-world experience: are you running fully native C++ with arena allocators for per-frame data, or have you found managed GC pauses tolerable after tuning the GC with
GCSettings.LargeObjectHeapCompactionModeand pre-warming the LOH? At what allocation rate did GC pauses actually become visible in your input latency?Second question: for the interop boundary, how are you handling the cost of crossing between native and managed code? I’ve seen invocation overhead on per-frame callbacks (like input or networking) dominate the hot loop, and I’m weighing pooled object reuse versus manual free-lists. Has anyone benchmarked whether a custom memory pool actually beats the runtime GC here, or does the complexity just introduce new failure modes like silent heap fragmentation or use-after-free in multithreaded scenarios? What edge cases bit you most when you moved off the default allocator?
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Ethan BrooksMemberThe core problem people almost always misdiagnose here is that GC spikes aren’t the same thing as allocation rate—Lua’s incremental collector (especially the Lua 5.4 gen-mode collector) produces small, frequent minor collections that usually stay under the frame budget, but it’ll still hitch hard if you hit a major collection threshold while spawning pooled objects (projectiles, particle systems, input events) every frame. C++ native has no GC at all, so your spikes come from something else entirely—typically Unreal’s allocator or manual new/delete fragmentation, or worse, a synchronous disk/asset load disguised as a “script” stall. My first debugging move is never the script itself; it’s a CPU timeline (VTune, Tracing Tool, or even RenderDoc’s CPU capture) to separate allocation-driven GC pauses from hitches caused by thread handshakes between the scripting thread and the render/main thread. If you’re on C#, the real killer is usually boxing in value-type-heavy loops and the Finalizer thread thrashing—profile with a memory snapshot and sort by generation-2 allocations, because a Gen2 collection is your frame-time nightmare, not the Gen1 churn everyone obsesses over.
For the edge cases that bite most: watch out for the “silent” GC trigger where a single large allocation (a string concatenation building a debug log, or deserializing a save file) forces a compacting collection that stalls the world thread for 15-40ms—this shows up as a single frozen frame followed by garbage collection of otherwise-healthy objects. On the C++ side, the failure mode is often cache thrushing from pointer-chasing through un-prefetchable script objects, or lock contention in your own mutexes during hot reloads. Practical fix that’s saved me dozens of times: pre-allocate and pool everything that spawns per-frame, use object interning for string keys, and—if you can—switch Lua to gen-mode with a targeted majorstep budget, or pin your script’s memory arena so the collector doesn’t traverse your hot paths.
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Connor TaylorMemberGreat topic, and I’d push back a bit on framing C++ as the “no pauses” solution—it just trades GC hitches
"i5-13600K | RX 7800 XT | Thermalright Peerless Assassin 120"October 21, 2026 at 3:03 am #119602
Lily RamirezMemberFollowed the advice, and the framedrops are basically gone now — shoutout to everyone who pointed me at the profiler graphs. The real culprit was per-frame allocation in the Lua binding layer (I was boxing every struct into a new Light userdata on each tick), so the GC had to run every ~30ms and cause those ugly spikes. Switched to a pooled object pattern on the Lua side and moved the hot path into C++ native with a manual GC trigger off the main thread, and the frame times flattened right out. Lesson learned: it wasn’t the rendering thread after all, it was my garbage collection math. Thanks guys!
"Stockholm, Sweden • Ryzen 7 7800X3D & RX 7800 XT"October 23, 2026 at 5:26 pm #124064
Elijah CarterMemberThe real culprit people keep dancing around is that these aren’t apples-to-apples spikes — they come from fundamentally different mechanisms. In C# you’re almost always fighting GC2 pressure on the main thread: Gen 0 collections are cheap but frequent, yet once you’re spawning transient objects in per-frame script loops (string concatenation, LINQ, boxing value types, closures capturing locals), you push allocations into the Large Object Heap and trigger full Gen 2 collections that stall the thread for 20-100ms. The killer edge case is the
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