Zum Inhalt springen
SPIELE · REVIEWS · DATENBANK
Forum

💬 Live Community Activity Feed

Forum Replies Created

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #119269
    User AvatarOwen Cox
    Member

    The core issue isn’t average FPS—it’s frame-time consistency, and that’s where garbage collectors bite you in competitive titles. With C#/.NET, you’re fighting the generational GC: Gen 0 collections are cheap but frequent, while Gen 2 full collections can stall the main thread for 10–50ms spikes, which shows up as micro-stutters during a clutch round even if your average holds at 240fps. The culprit is almost always heap allocation churn—box型 primitives, string concatenation in netcode callbacks, and per-frame LINQ or iterator allocations piling onto the finalizer thread. You can nearly eliminate this by staying in Span/Memory territory, using stackalloc for small buffers, and pooling every object that gets instantiated per-shot or per-player. C++ native sid

    "[Primary: Dell Alienware AW2725DF 360Hz QD-OLED] • [Secondary: Dell 27″ 4K IPS]"
Viewing 1 post (of 1 total)

Gamer24H durchsuchen

Mindestens 3 Zeichen eingeben.

Entdecken

ERSCHEINUNGSBILD

Wählen Sie Ihr Farbthema

Automatisch mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 SPRACHE WÄHLEN 25 Sprachen
🔍