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I'm building a game that requires low latency and there's some SignalR overhead (that's pretty low tbh) but impossible to get rid of. The game I'm building is sending LOTS of messages (60 FPS) so these are now the top allocations remaining.
Some of them we can't remove, we might be able to pool objects but others we should leave alone. The ones I am interested in improving:
System.Collections.Generic.List<string> - Seems like we allocate a list of empty stream ids since it's always in the payload even when it's empty. (Reduce invocation allocations #41344)
There are 3 state machine boxes that allocate per operation (read/write)
We're moving this issue to the .NET 7 Planning milestone for future evaluation / consideration. We would like to keep this around to collect more feedback, which can help us with prioritizing this work. We will re-evaluate this issue, during our next planning meeting(s).
If we later determine, that the issue has no community involvement, or it's very rare and low-impact issue, we will close it - so that the team can focus on more important and high impact issues.
To learn more about what to expect next and how this issue will be handled you can read more about our triage process here.
We're moving this issue to the .NET 8 Planning milestone for future evaluation / consideration. We would like to keep this around to collect more feedback, which can help us with prioritizing this work. We will re-evaluate this issue, during our next planning meeting(s).
If we later determine, that the issue has no community involvement, or it's very rare and low-impact issue, we will close it - so that the team can focus on more important and high impact issues.
To learn more about what to expect next and how this issue will be handled you can read more about our triage process here.
I'm building a game that requires low latency and there's some SignalR overhead (that's pretty low tbh) but impossible to get rid of. The game I'm building is sending LOTS of messages (60 FPS) so these are now the top allocations remaining.
Some of them we can't remove, we might be able to pool objects but others we should leave alone. The ones I am interested in improving:
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