I should know, I've written a C++ compiler and know where the bloat is buried, and designed D to eschew features that would be inherently slower than the C++ counterparts.
You can even turn off the runtime array bounds checking.
llvm vs icc could be a hit, but that's all really.
Root of all evil etc. etc.
Your comments read like you're explaining optimization to a beginner, it's a bit bad faith tbh.
GCC and LLVM have broadly similar performance characteristics(i.e. for any arch/uBenchmark combo there is another that puts the other one faster).
If GCC is appreciably faster for your purpose, then fair enough but LLVM is not drastically slow by any means (Especially when you consider that any "Anything you can do..." Between LLVM and GCC moves much faster on the LLVM side due to a much saner codebase)
So even C++ isn't good enough for them.
Yet a few vocal anti-C++ devs in the game world, from Insiomatic Games are now at Unity driving HPC# efforts, so there's that.
in release mode.
As for game developers, you don't have to look any further than Unreal, CryEngine or EASTL, or a couple of talks at GDC Vault.
So who's right?
Not using some or most of the standard library is precisely not an example of subsetting C++. Just because the C++ standard library has a hash table available doesn't mean that every project has to use it. Companies standardizing their own high performance data structures where it makes sense, and other things as well, is just something that happens and often makes sense independent of language.
Keep up the good fight! "Exceptions are slow" is a realy outdated opinion