Hmm - I worked on a project a few years ago where I scraped the barrel with Ruby performance, and I'm not sure much has changed since. Right now it's caveat emptor - you have to know not to do certain things, and frankly games / realtime applications would be one of them (since you mention OpenGL).
The culprit for killing interactive performance is the garbage collector - others here mention that Java and other environments have garbage collection too, but Ruby's has to stop the world to run. That is to say, it has to stop running your program, scan through every register and memory pointer from scratch, mark the memory that's still in use, and free the rest. The process can't be interrupted while this happens, and as you might have noticed, it can take hundreds of milliseconds.
Its frequency and length of execution is proportional to the number of objects you create and destroy, but unless you disable it altogether, you have no control. My experience was there were several unsatisfactory strategies to smooth out my Ruby animation loop:
- GC.disable / GC.enable around critical animation loops and maybe an opportunistic GC.start to force it to go when it can't do any harm. (because my target platform at the time was a 64MB Windows NT machine, this caused the system to run out of memory occasionally. But fundamentally it's a bad idea - unless you can pre-calculate how much memory you might need before doing this, you're risking memory exhaustion)
- Reduce the number of objects you create so the GC has less work to do (reduces the frequency / length of its execution)
- Rewrite your animation loop in C (a cop-out, but the one I went with!)
These days I would probably also see if JRuby would work as an alternative runtime, as I believe it relies on Java's more sophisticated garbage collector.
The other major performance issue I've found is basic I/O when trying to write a TFTP server in Ruby a while back (yeah I pick all the best languages for my performance-critical projects this was was just an experiment). The absolute simplest tightest loop to simply respond to one UDP packet with another, contaning the next piece of a file, must have been about 20x slower than the stock C version. I suspect there might have been some improvements to make there based around using low-level IO (sysread etc.) but the slowness might just be in the fact there is no low-level byte data type - every little read is copied out into a String. This is just speculation though, I didn't take this project much further but it warned me off relying on snappy I/O.
The main speed recent increase that has gone on, though I'm not fully up-to-date here, is that the virtual machine implementation was redone for 1.9, resulting in faster code execution. However I don't think the GC has changed, and I'm pretty sure there's nothing new on the I/O front. But I'm not fully up-to-date on bleeding-edge Ruby so someone else might want to chip in here.