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    User AvatarOwen Cox
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    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]"
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