Pauses over 16ms are very noticeable on your phone’s 60 Hz display; it will cause dropped frames. So according to the graph, the large majority of pauses will still cause dropped frames.
Pauses over 16ms are very noticeable on your phone’s 60 Hz display; it will cause dropped frames. So according to the graph, the large majority of pauses will still cause dropped frames.
The code thread might hang, it scheduled rendering and animations will continue.
There are scenarios not covered by this hack, but largely these systems are responsible for masking many issues- in this case GC introduced pauses, but can happen in things as common as close()
"Even if those numbers are a significant quality of life improvement, there’s plenty of work left for us to get to no visible delays due to the garbage collector. We have already a solid pipeline of improvements coming on our next releases."
confirm this via experiment?