I did and it does for the point I intended to derive from said article:
>> However, the GC pause times before and after the change were not significantly different. Furthermore, our pause times were on the order of single digit milliseconds, not the 100s of milliseconds improvement we saw at peak load.
They were able to improve times via tuning. Individual GC pause times were still in the milliseconds. Totally acceptable for twitch's API servers (and in fact drowned out by the several hundred millisecond response times), but those numbers mean you'd want to avoid doing anything at all in a gamedev render thread that could potentially trigger a GC pause, because said GC pause will trigger a vsync miss.
> I'd argue a tuning knob isn't so bad, compared to rewriting your entire application to manually malloc/free everything, which would likely result in oodles of bugs.
Memory debuggers and RAII tools have ways to tackle this.
I've also spent my fair share of time tackling oodles of bugs from object pooling, meant to workaround performance pitfalls in GCed languages, made worse by the fact that said languages treated manual memory allocation as a second class citizen at best, providing inadequate tooling for tackling the problem vs languages that treat it as a first class option.