I’ve worked with videoconferencing software written in Haskell. Realtime performance is certainly possible, though whether the industry will accept that is another question.
Videoconferencing uses fairly consistent processing/memory over time. The load on the garbage collector has low variance so it can be run at regular inteverals while maintaining very high probability that the software will meet the next frame time. Games have more variable GC load, so it’s more difficult to guarantee no missed frames without reserving an unacceptably high time for garbage collection.
I’ve worked with videoconferencing software written in Haskell. Realtime performance is certainly possible, though whether the industry will accept that is another question.
Videoconferencing uses fairly consistent processing/memory over time. The load on the garbage collector has low variance so it can be run at regular inteverals while maintaining very high probability that the software will meet the next frame time. Games have more variable GC load, so it’s more difficult to guarantee no missed frames without reserving an unacceptably high time for garbage collection.