Comment by andybak

6 years ago

And as a counter example - the most widely used platform for mobile games is Unity and most Unity games implement their important stuff in fully-managed C# (which has among many other performance issues a fairly intrusive garbage collector).

Yeah there's a move away from C# towards a Burst-compiled unmanaged subset but it hasn't happened yet. And yes - Unity itself is C++ but all your game code is still in Mono/C# and calling in to the engine doesn't make all that go away. There's still plenty of tight loops in managed code.

In short - a lot of mobile game developers seem happy to sacrifice bare metal performance if they get something back in return.