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Scripting Engine Overhead: C++ Native vs Lua/C# Garbage Collection Spikes: Historical Paradigm Evolution and Next-Gen Architectural Projections

Головна › Forums › Street Fighter II Turbo › Scripting Engine Overhead: C++ Native vs Lua/C# Garbage Collection Spikes: Historical Paradigm Evolution and Next-Gen Architectural Projections

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    User AvatarAlex Stewart
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    I’ve been bench-testing frame times across a few title engines and the GC pause spikes are genuinely killing me in competitive shooters—those 8-12ms hitches during ability-heavy team fights are exactly what separates a clean 240fps experience from jittery input. I’ve been running benchmarks comparing C++ native hot loops against Lua-bound systems and C# with its GC pressure, and the interop invocation costs are more punishing than I expected when you’re pushing 1ms frame budgets. For anyone who’s actually profiled this in a live competitive title, how do you isolate scripting-induced stalls from GPU-bound variance in your measurement harness, and what polling interval do you trust for catching those micro-GC pauses without skewing your own numbers?

    On the management side, I’m torn between leaning fully into manual arena allocators for gameplay scripting versus keeping a managed layer for productivity. Am I overengineering by hand-rolling memory pools just to dodge generational GC, or is the interop tax still worth avoiding in high-frequency tick systems? And for those tracking next-gen runtimes—have you seen any real-world deployment of no-GC models like Rust’s ownership or the newer unmanaged scripting approaches that actually hold up under sustained competitive loads, or are we still stuck patching around legacy paradigms?

    "Half-Life, Deus Ex, and System Shock 2: Peak PC gaming era."
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