Maybe I am just being petty. I am mostly just mad about unity revoking asset store usage rights post-purchase as a cash grab (before feb your freelancers could use your assets - now you need to buy them additional licenses for each)
I know .NET's GC is supposed to be pretty good, but Unity is still using the Mono implementation, right?
I can barely stand C++, but I'll put up with it to avoid long GC pauses or dynamic typing. (JS)
I’m not sure how much sense it makes to measure them in the context of video card reviews as the article alludes to.
In my experience frame time spikes are more often a result of software rather than hardware. It would make more sense in the context of game reviews I think.
Keep in mind that the total end-to-end latency is probably higher than 6.94ms. eg. with overwatch even running at 144hz will get you around 30ms of latency. https://youtu.be/OAFuiBTFo5E?t=331.
I'm ok with 30 fps outside of VR, as long as it's stable and everyone's on an even playing field (i.e. same hardware).
The next gen consoles will target native 4k60hz, which is nice. Consoles are fantastic value for money, and you're guaranteed to be able to run the newest games even at the end of a console's release cycle, which can be 8-10 years.