For a competitive game you are looking at a refresh of 240 Hz (4 ms) but people generally target frame rates of at least 300-400 Hz (2.5 ms per frame!). There is simply no room to randomly throw in 1 ms pauses here and there without introducing micro-stuttering.
Even for a casual game 1 ms of extra frame time variance is bad. If your Skyrim has one second freezes while roaming the world, your install is busted, because the game in proper working order doesn't do that.
Yes, it depends on the game, what i wrote doesn't apply to every single game ever made out there, but it does apply to a ton of games.
> Even for a casual game 1 ms of extra frame time variance is bad.
If it happens every several minutes you will 100% not notice it at all. In pretty much every high end 3D game (especially an open world one) you'll get way more variance by turning the camera around and/or just walking than that.
> If your Skyrim has one second freezes while roaming the world, your install is busted, because the game in proper working order doesn't do that.
I'm 100% sure my Skyrim install is perfectly fine (it is a fresh one) and it does happen, just not frequently. If you haven't noticed it... well, as i already wrote, it isn't really noticeable. And - especially on Skyrim - you'll also get way more variance than 1ms just walking around.
The entire game loop would need to be constant time w.r.t. player activity to avoid this issue!
> I'm 100% sure my Skyrim install is perfectly fine (it is a fresh one) and it does happen, just not frequently. If you haven't noticed it... well, as i already wrote, it isn't really noticeable.
My ability to detect lags of one second (like you wrote) is approximately 100 % assuming I am actually looking at the screen. I've seen pauses like this when I had a hard drive and with the 32-bit version of the game when it experienced memory pressure, and also due to badly written mods.
> And - especially on Skyrim - you'll also get way more variance than 1ms just walking around.
That's sadly true, though it tends to run smoothly when it has finished loading everything for an area.
The issue with GCs isn't really that 1ms, the issue is that some GCs (which sadly includes most known ones - like those in Java and C# - but not all GCs) do not provide any form of control beyond mere suggestions. For example last time i checked running System.gc() in Java doesn't really do a full GC run, so you cannot guarantee that by the time gc() returns you'll have all unused memory gone and placing that call between area/level loads in games (where the user expects some sort of delay anyway) doesn't help you much. Similarly you can't just "turn off" the GC until a later point (or until some specified failsafe threshold is reached) so you can't turn off the GC during normal levels and turn it on between level loads and/or when the player opens any inventory/menu/whatever screen (where again a tiny delay will be mostly unnoticed and/or ignored and often can be masked by the UI design) to clean up any garbage.
IMO a GC that gives you such control and takes 100ms is way more useful for games than a GC that give you no control and takes 1ms.
I mean, i play games like Skyrim that now and then give you a pause as you walk the world while it unloads cells (i refer to normal walking around, not entering/exiting somewhere - which, btw, would be a good place to force a GC too in a similar game that would be written in a GC'd language) which can even be 1 second long. 1ms is noise long lost in there.