Messages in this thread | | | From | Con Kolivas <> | Subject | Re: [PATCH] mm: yield during swap prefetching | Date | Thu, 09 Mar 2006 11:07:50 +1100 |
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Zan Lynx writes:
> 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.
Games worked on windows for a decade on single core without real time scheduling because that's what they were written for.
Now that games are written for windows with dual core they work well - again without real time scheduling.
Why should a port of these games to linux require real time?
Cheers, Con
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