To me the interesting question is -- what can you do within this constrained subset?
https://docs.unity3d.com/Packages/com.unity.burst@1.5/manual...
https://docs.unity3d.com/Packages/com.unity.burst@1.5/manual...
As of C# 9:
- value types
- proper memory slices
- ability to do stackalloc in safe code
- readonly structs
- generics for blittable types
- zero allocation pipelines
- using without IDispose for structs without implicit boxing
- return scope for zero copy struct parameters
- native function pointers
- static lambdas
- GC free code regions
What HPC# and Burst bring to the table is an enforced GC free code and a compiler that is special purpose for a game engine, taking that knowledge into consideration when generating native code, for example remapping SoA into AoS and similar.
That sounds interesting, do you know if there are benchmarks available?