The article doesn't cover it but the GC being used by Unity also performs very poorly vs. .NET, and even vs. standalone Mono, because it is using the Boehm GC. Last I heard Unity has no plans to switch IL2CPP to a better GC [1].
It'll be interesting to see how the CoreCLR editor performs. With that big of a speed difference the it might be possible for games to run better in the editor than a standalone Mono/IL2CPP build.
[1] https://discussions.unity.com/t/coreclr-and-net-modernizatio...
> because it is using the Boehm GC
For what reason? Mono has a pretty good precise GC since many years.
Re. the editor speedup, it should outright eliminate the "domain reload" thingy that happens because all of the C# needs to be unloaded and reloaded in response to a change.
On the one hand, better GC is better but on the other, it doesn't matter all that much.
You tend to want zero per frame allocation as it is and that would probably not change.
As long as your less frequent garbage doesn't overtake the incremental GC, that's not really an issue either. If it's working incrementally as intended stutter shouldn't be an issue.
In a game there's no endless benefit from raw GC throughput like you might see on a server instance that could always push more requests per second.