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Comment by lifthrasiir

3 days ago

Most pre-2010 games had to. As a prior gamedev after that period I can confidently say that it is a relic of the past in most cases now. (Not like that I don't care, but I don't have to be that strict about allocations.)

Because why?

  • Virtual memory gets rid of a lot of fragmentation issues.

    • Yeah. Fragmentation was a niche concern of that embedded use case. It had an mmu, just wasn't used by the rtos. I am surprised that allocations aren't a major hitter anymore. I still have to minimize/eliminate them in linux signal processing code to stay realtime.

  • Probably because hardwares became powerful enough that you can make a performant game without thinking much about allocations.