You are saying for example in games. The article is saying for example in games in a loading screen. You are saying not in loading screens. Maybe you should give more specific examples then, instead of leaving people guessing what you mean?
Sorry if that is not clear enough. The very next sentence in my comment gave do an update and render a frame as examples about games. I'm talking about the typical game loop. In almost all games the program has to do an update and render a frame every 1/30s or 1/60s. Missing the deadline degrades user experience a lot. And this is constantly happening, applies to almost all games. I mention these examples because I believe they are completely different from loading screens which only happen on occasions. These examples make the batch and low-priority garbage collection I was thinking necessary. Loading screens do not.