Earlier quoted context omitted.
Have you measured? Also, what do you mean by "this has to just trash performance for debug builds". Do you mean runtime performance?
Yes, that’s what I mean. And before you say ”debug performance doesn’t matter”: yes it does. I work in gamedev and it’s a huge problem that C++ has such awful debug performance, because it’s hard to debug a game if it’s running in single-digit framerates. It’s a large part of the reason why EASTL is so popular in gamedev.
In more explicit terms-- you are a soft-realtime app developer trying to live in a world that rarely measures performance or even writes specs with your constraints in mind.
I wish you game devs would harp on this more. I'm just a lowly soft-realtime audio software dev. My voice doesn't carry because there aren't mountains of cash behind me to help echo it.