Do most games that use Lua for scripting (addons, UI, possibly game logic) actually use LuaJIT?<p>As far as I could tell, 100% of the AAA titles that use it that I tested (3 in total) did not. And in profiling, Lua was actually consuming a lot of CPU relatively.<p>That confuses me given how easy it is to use LuaJIT over the reference, and how vital performance in these environments is<i>.<p></i> Games, contrary to the beliefs of dense hiring managers, disconnected producers, and even designers, are performance critical applications -- achieving a mere 30 FPS and > XX+ms input latency on hardware 5 years in the future in the enthusiast category, on the order of $4000+, is an absolute failure. Every gamer I've ever met (thousands, thousands upon thousands, hundreds that I know well) is extremely sensitive to performance. Performance is king. If a game looks a little shitty but runs AMAZING, it is better than a game that looks AMAZING but runs a little shitty. Hell, it's even better than a game that looks WTFAMAZING and runs pretty well. We only start caring about the looks, typically, when performance is sufficient. So if we can dial the game's graphics up while maintaining performance, we get happy. Enthusiasts love it when they can dial all the way to max settings and <i>still</i> play the game at 60+ fps and unnoticeable input lag. So running your render loop and lua on the same thread (a WTF in itself) and not using LuaJIT is a huge WTF.