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At some point the performance margin grows so close that it's irrelevant to almost any application. IMO, it's already there for a broad swath of application classes. For those inner-most-loop, optimizer-has-failed-me cases, Rust can still fall back on unsafe code.

I'll note that this kind of skepticism has been going on since John Backus[1] was heckled over using (ahem, "wasting") then-precious CPU time on compiling code using the first versions of FORTRAN. His detractors (and everyone else) quickly learned the value of conserving programmer time vs. CPU time.

[1] https://en.wikipedia.org/wiki/John_Backus




Games are one of the areas where it is a bit foggier as your rendering loop is incredibly sensitive to performance problems.

You have a ton of work to do and cannot take more than 16.7ms (60Hz) to do it in period. Heck given the recent move some have made for 144Hz monitors it leaves you with less than half the time (6.9ms).

Not to say that C++ is the only way to pull it off, just that games are a soft-real-time system which therefore have stricter requirements for performance.


Most inner loops in game code are iterating over collections, whether it be lists of actors, lists of vertices, skeletal animation data, or what have you. Rust does not incur bounds check overhead for iteration.




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