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Re:Veloren – Open-source MMORPG written in Rust by zesterer on Friday February 05, 2021 @01:55PM (#26039849)
> In the Unity games I’ve played GC doesn’t seem to be much of an issue

Remember that all of the 'hot' code is internal to Unity and is not written in C#. C# basically just takes on the role of a particularly powerful scripting language and isn't dealing with cleaning up huge amounts of data as would be the case for anything dealing with assets directly.

Re:Veloren – Open-source MMORPG written in Rust by adamnemecek on Friday February 05, 2021 @02:42PM (#26040359)
It's very easy for it to become an issue if a game was written in Unity though. It tends to be really sluggish. E.g. Disco Elysium (amazing game) but the load screens were too much.
Re:Veloren – Open-source MMORPG written in Rust by imtringued on Friday February 05, 2021 @06:10PM (#26042384)
I don't know why but performance issues have become very common in modern games. Lots of games fail to scale to significant multiplayer populations. I still remember playing San Andreas Multiplayer/Multi Theft Auto and Just Cause 2 Multiplayer. In all three the multiplayer support is provided by a third party mod and they still managed to scale to hundreds of players per server.
Re:Veloren – Open-source MMORPG written in Rust by pjmlp on Friday February 05, 2021 @02:31PM (#26040251)
Unity is rewriting their C++ code in the HPC# subset and Burst compiler toolchain.

There are a couple of talks related to it.