I read this as MS once again getting it completely wrong. Seriously C++ solving managed languages performance and memory problems?
Physician, HEAL THY SELF.
I read this as MS once again getting it completely wrong. Seriously C++ solving managed languages performance and memory problems?
Physician, HEAL THY SELF.
You sure seem to be an expert on these things.
As long as you're guessing, you can say anything you want.
>but mostly because of memory and cpu cycle determinism.
There is SOME memory determinism in C++. Much of the memory layout is left unspecified in the standard and left upto the implementations - e.g. virtual tables, exceptions, C++ standard library internals, primitive data type sizes, and a bunch of stuff that if listed one-per-line would take up dozens of pages.
Not really, a GC call in the middle of your render loop can drop your FPS rate significantly, and those cpu cycles are vital when you start adding physics simulation, not to mention the limitation of memory on consoles.
Sure, Java and C# would be enough for minecraft or some xbox live puzzle game, but I really doubt that you could manage to write an Uncharted game in Java or C# on a PS3 or an Xbox.
So ... you will have slightly lower FPS (55 instead of 60) but much worse experience.
The runtimes of the games are often code monstrosities wasting performance here and there.
Performance is way over-rated.