Pony's garbage collection and runtime can
yield performance faster than C/C++/Rust because
the compiler eliminates data races at
compile time, and thus no locks are needed.
It features implementations of Dmitri Vyukov
(www.1024cores.net) algorithms for
work stealing and Multi-producer single
consumer queues that use only a single atomic
instruction to read. The designer,
Sylvan Clebsch, is an ex-game-developer and
ex-high-frequency-trading-infrastructure
engineering lead; he knew what he was
doing when he designed the language
for high performance on multicore systems.
On the other hand, you do have to re-wire
your thinking to think in terms of Actors
and their state, and this is kind of hard
to wrap one's head around if you are used
to Go's CSP or the popular async/await
approaches -- it is a somewhat
different paradigm.
(Rust has refcounting, but it's slow, and needing to handle cycles manually limits its usefulness.)