[Mono-devel-list] Limit Garbage Collection

Thomas Harning Jr. harningt at gmail.com
Tue Jul 19 14:31:08 EDT 2005

On 7/19/05, Andreas Nahr <ClassDevelopment at a-softtech.com> wrote:
> As long as you don't do any "stupid" things a gen0 garbage collection is far
> faster than what you need for a game (MUCH shorter than 20ms)
> In fact there are at least two commercial games out there that are based on
> .net and none of them has issues getting 100++ fps.
> Also tons of 3d apps exist and none of them have any perf-issues related to
> GCing, so dont worry about the GC.

I've developed a 3D application using XML, OpenGL, DevIL, and CG in C#
for my 3D graphics class.
Garbage collection on Mono was no issue whatsoever, the program ran
VERY fast [in fact I had to add a sleep in there just to let the
processor take a break (since VSync wasn't enabled)].
I am no 'great' developer of 3D applications, so my design probably
wasn't the best, so... if you are good, then you should run into no

The main bottlenecks of a .Net based game would be IO and the 3D rendering.
The rendering bottleneck could be reduced by using vertex buffer objects.
The IO damage could be reduced by loading up data sometime before it's
needed with the Async methods.  [.Net is great in this respect].

Thomas Harning Jr.

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