Messages in this thread | | | Subject | Re: [PATCH] mm: yield during swap prefetching | From | Zan Lynx <> | Date | Wed, 08 Mar 2006 16:48:13 -0700 |
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On Thu, 2006-03-09 at 10:00 +1100, Con Kolivas wrote: > Zan Lynx writes: [snip] > > Games and real-time go together like they were made for each other. > > I guess every single well working windows game since the dawn of time is > some sort of anomaly then.
Yes, those Windows games are anomalies that rely on the OS scheduling them AS IF they were real-time, but without actually claiming that priority.
Because these games just assume they own the whole system and aren't explicitly telling the OS about their real-time requirements, the OS has to guess instead and can get it wrong, especially when hardware capabilities advance in ways that force changes to the task scheduler (multi-core, hyper-threading). And you said it yourself, many old games don't work well on dual-core systems.
I think your effort to improve the guessing is a good idea, and thanks.
Just don't dismiss the idea that games do have real-time requirements and if they did things correctly, games would explicitly specify those requirements. -- Zan Lynx <zlynx@acm.org> [unhandled content-type:application/pgp-signature] | |