Game SDK: Networking Functions Marshall as Byte Arrays, high garbage collection pressure

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  • Official comment
    Weh

    Responding here as a bit of a crosspost from the SDK server:

    Truthfully, this is somewhat low priority for us now. The current implementation does not seem to have adverse effects for the fair amount of games that are currently live with our networking layer. If you could provide us with examples, traces, flame-graphs, or other metrics that show that the current way of things has a negative impact on the GC pressure of your (or others') game(s), it would help us understand the priority.

     

    Proposing a patch for changes, as you did in the server, is for sure great. But we still have to integrate it into our own codebase, as we autogen bindings, so it's unfortunately not free work.

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