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Re:What's new in C# for Godot 4.0 by Thaxll on Sunday February 26, 2023 @09:10AM (#34945658)
CoreCLR is not built for game, the fork from Unity is so there is little chance that CoreCLR is faster.
Re:What's new in C# for Godot 4.0 by gcl09 on Sunday February 26, 2023 @09:30AM (#34945796)
Sorry but that makes no sense. Here are quotes from the C#/.NET group director at unity about how the migration to CoreCLR should bring a large perf boost: "One thing that should help in the future is the migration to CoreCLR that should provide a great boost in terms of performance."[1] "What we have seen, outside of Unity, is that performance with CoreCLR compared to Mono should range from 2x to 10x faster." [2]

[1] https://forum.unity.com/threads/performance-optimizations-fo... [2] https://forum.unity.com/threads/expected-performance-of-new-...

Re:What's new in C# for Godot 4.0 by Thaxll on Monday February 27, 2023 @02:44PM (#34960959)
"outside of Unity"
Re:What's new in C# for Godot 4.0 by andix on Monday February 27, 2023 @05:24PM (#34962837)
Because unity is not yet on CoreCLR. But unity shouldn‘t be much different to other applications. Jetbrains moved Rider only a few years ago to .NET Core, and everything became much snappier (it was on on .NET 4.x on windows and on mono for Linux/Mac before, which was even slower than the windows only full framework)
Re:What's new in C# for Godot 4.0 by unmole on Sunday February 26, 2023 @09:34AM (#34945827)
Is it also webscale? /s
Re:What's new in C# for Godot 4.0 by andix on Sunday February 26, 2023 @09:13AM (#34945680)
What are the specific requirements for games? C++ is also not built for games. It’s built for anything, including games.
Re:What's new in C# for Godot 4.0 by mastax on Sunday February 26, 2023 @10:04AM (#34946074)
Consistent low latency, perhaps.
Re:What's new in C# for Godot 4.0 by andix on Sunday February 26, 2023 @01:50PM (#34948160)
I don't see a lot of options how you should optimize that, besides using allocation free code. .NET (Core) did a lot of work into this direction for Kestrel HTTP server already (Span, ref structs). It's still a managed platform with a garbage collector, but I don't think games have such low-latency requirements, that can't be handled with the standard garbage collector. A few milliseconds are usually fine for games, even with 120Hz the time between two frames is still 8ms. And garbage collection can be suspended during critical phases.
Re:What's new in C# for Godot 4.0 by jackmott42 on Sunday February 26, 2023 @09:19AM (#34945722)
This is not correct, as can be readily proven to yourself by measuring.
Re:What's new in C# for Godot 4.0 by aliswe on Sunday February 26, 2023 @09:36AM (#34945844)
This claim would make more sense if the Mono was heavily optimized specifically for games, which is not the case. CoreCLR is heavily optimized period
Re:What's new in C# for Godot 4.0 by andix on Monday February 27, 2023 @05:21PM (#34962808)
Exactly. For ASP.NET they also optimized latency heavily.