If almost all allocations are specific to the processing of a record, and become garbage after that record is done with, GC is almost free. GC cost is proportional to
retained allocations, not allocations made; and if old generation memory is never modified to point to new allocations, it doesn't even need to be scanned (this can be detected by write barriers, either injected into JIT code or via page faults, so it can be quite fine-grained). That's why GC is asymptotically faster than manual allocation and ideally suited to record-processing and server request/response kinds of applications. If it were using manual paired allocate/free memory management, it would actually be
more impressive.
And it's not 4.32ms/rec; that it's 4.32/rec with 4 cores, so estimating around 17ms (like the graphics frame) is closer.
I don't agree with your suggestion that the fact that because graphics is usually accelerated and physics very rarely is, the comparison is unfair. Take a look at Pixomatic that Mike Abrash worked on. DirectX 7-level API, done entirely in software; and efficient enough that the game can still do all its work in its own time. Games still have to pump an awful lot of data through to the hardware; the hardware isn't going to do all the high-level scene graph calculations, culling and occlusion itself. The hardware expects a list of pretty basic primitives, and takes care of transforming them into the view frustum, with depth converting into Z-buffer value. The game still needs to make sure it doesn't give the hardware too much stuff that isn't actually intersecting with the view frustum.