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Switching from Unreal to Rust – is manual memory management actually worth the pain?

Home › Forums › High-Refresh Gaming Displays & Visuals › Resolution Scaling, DLSS/FSR in Shooters › Switching from Unreal to Rust – is manual memory management actually worth the pain?

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    I’ve spent the last three years writing gameplay systems in Unreal Engine, so I’m totally used to just throwing raw pointers at UObjects and letting the garbage collector sort out which ones to keep alive. It works fine until you’re chasing frame time on a busy scene with hundreds of actors ticking every frame, and then you start seeing those GC pauses eat 4-5ms out of your budget for no reason. A friend of mine keeps telling me Rust’s borrow checker and ownership model completely eliminates this problem, so I’ve been trying to learn it for a side project. But honestly every time I try to build anything with shared state I end up fighting the compiler, wrapping everything in Rc/Arc and RefCell just to get it to compile. It feels like I traded one problem for another. Am I just doing it wrong, or is Rust really as smooth as people claim when you actually need pointer aliasing?

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