Earlier quoted context omitted.
That API is new and was just added to 2018.3 in December, around the same time they started previewing the incremental garbage collector and promoting ECS. From Unity: > Being able to control the garbage collector (GC) in some way has been requested by many customers. Until now there has been no way to avoid CPU spikes when the GC decided to run. This API allows you disable the GC and avoid the CPU spikes, but at the…
All true. However, even before you could disable the GC, you could ignore it as long as you weren't allocating and hit framerate. Unity isn't magic but the way people talk it's like Unity games don't exist.
> The frame-rate difficulties found in version 1.01 are further compounded by an issue common with many Unity titles - stuttering and hitching. In Firewatch, this is often caused by the auto-save feature, which can be disabled, but there are plenty of other instances where it pops up on its own while drawing in new assets. When combined with the inconsistent frame-rate, the game can start to feel rather jerky at times.
That studio is part of Valve now!
> Games built in Unity have a long history of suffering from performance issues. Unstable frame-rates, loading issues, hitching, and more plague a huge range of titles. Console games are most often impacted but PC games can often suffer as well. Games such as Galak-Z, Roundabout, The Adventures of Pip, and more operate with an inherent stutter that results in scrolling motion that feels less fluid than it should. In other cases, games such as Grow Home, Oddworld: New 'n' Tasty on PS4, and The Last Tinker operate at highly variable levels of performance that can impact playability. It's reached a point where Unity games which do run well on consoles, such as Ori and the Blind Forest or Counter Spy, are a rare breed.
https://www.eurogamer.net/articles/digitalfoundry-2016-firew...
https://www.eurogamer.net/articles/2016-02-10-firewatch-dev-...
Hopefully as the engine continues to improve dramatically, this kind of thing will be left in the past