Satori garbage collection support in Godot? #12480
jordedwards
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A few weeks ago, developer VSadov posted an experimental garbage collector implementation here: dotnet/runtime#96213. It prioritizes "pauseless" execution, meaning it aims to minimize the time that other threads/processes are halted for garbage collection, and the cost of potentially lower throughput and larger working memory of the program.
If you read through the discussion you'll see a number of synthetic benchmark tests that show very promising results, and the lead developer of
osu!
has even posted some findings using it in their game (I believe just experimentally for now, not sure if they actually rolled it out in production).I wanted to raise a discussion here because it seems like a very promising option that could be well-suited to Godot games using C#.
Right now I believe the only way to run it, per dotnet/runtime#96213 (comment), is to actually publish a release then swap out a
.dll
and some other files. I'm hoping someone more knowledgeable than me regarding .NET could explain what it would take (even at a very high-level explanation) to be able to use Satori for a game running via Godot (pre-export)? In other words, if I wanted to be able to try Satori out and utilize Godot's profiling to benchmark frame times vs. the official GC configurations, is such a thing possible right now or would Satori need to be fully integrated into the .NET runtime to permit this?Beta Was this translation helpful? Give feedback.
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