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  What are the current best GC parameters for a soft-realtime game?  (Read 2863 times)
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Offline princec

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Eh? Who? What? ... Me?

« Posted 2010-10-13 12:23:10 »

The title of the question says it all, really. What are the best combinations of voodoo for the sorts of games I write? I want the most consistently smooth pause-free collections possible.

I was using the G1 GC but it would appear that the G1 GC is slightly broken on Java 6 (works fine on Java 7) and causes lots of hotspot crashes.

Assume single or dual core processors may be available.

Cas Smiley

Offline kappa
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« Reply #1 - Posted 2010-10-13 13:40:10 »

Probably won't help princec much Smiley but just to get the ball rolling there's a really nice list of parameters here

If your targeting Java 6 then since Escape Analysis isn't enabled by default so using the parameters to enable that will be useful.
Offline delt0r

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Computers can do that?

« Reply #2 - Posted 2010-10-15 16:38:08 »

I guess the lack of response says it all. We don't know.

However i must admit that at this stage i am not having a problem with any pauses in my games at all. That is with default GC on 1.6.0u18. However i am on 2+cores.

Are you experiencing pauses?  and if so, is it across platforms and how bad are they? 

I have no special talents. I am only passionately curious.--Albert Einstein
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Offline princec

« JGO Spiffy Duke »

Medals: 625
Projects: 3
Exp: 16 years

Eh? Who? What? ... Me?

« Reply #3 - Posted 2010-10-15 17:12:16 »

No, no pauses really. I just wondered what's optimal these days Smiley

I've reverted back to using a naughty Java 7 JRE in my games and using the G1 collector. The G1 collector in the Java 6 VM I was using crashes the VM pretty much reliably. Java 7 is lots faster than Java 6 too, which means Revenge runs on slightly slower hardware at full clip.

The webstarted versions of the games just use -Xincgc and no-one's noticed any pauses. Or at least not moaned.

Then again I'm still resorting to pooling in a few places which I don't really like (such as particles and sprites). I could do with throwing off the last shackles of pooling for simplicity's sake. Though if I'm looking at porting to ObjC or even C++ I'd probably regret that  Undecided

Cas Smiley

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