That seems to be the case, I do wish they'd made this requirement clear up front. There is no getting around sychronised quiescence being a blocking event, but in this case they essentially hope that either 1) you're already using a kind of scatter gather thread model like the mentioned game example - which implies an iterative discrete world, or 2) the set of threads (or tasks) interacting with the collection is simply bounded and sychronised, and/or 3) the performance is still better in aggregate even with infrequent world blocking events.
Typically QSBR algorithms don't require blocking the world, or even blocking any single thread. They just require each thread to periodically check in and run a bounded amount of code which amounts to "hey, I'm not currently looking at the map".
Some other background collector thread (which is going to actually delete removed objects) just has to wait until it sees every mutator thread cross a safepoint, at which point it knows that none of those threads could be hanging onto references that have been unlinked from the data structure.
I'd recommend reading some surveys of RCU and SMR algorithms if this stuff is interesting to you.
I used to work in the same industry. We used linux and gcc, so we could, and did, produce fully deterministic builds. Actually the output was fully deterministic disk images.
I did one iteration of the build system, mostly making it such that any host could build it deterministically. This was years ago so it was just chroot that started with a skeleton + GCC and procedurally built the things it needed to build the outputs. Was fairly straight forward, just an extremely short patch here and there, a 1000 line Xorg Makefile for staging Xorg builds. If I was doing it again I'd consider reusing a package manager, but each components Makefile was pretty concise. My trusty sidekick was a script that xxd'd two files into pipes that it opened using vimdiff.
Telling simdjson we have aligned input gives us further improvement:
About 90% faster. Example changes: