Re: [PATCH] mm: yield during swap prefetching

Con Kolivas
2006-03-09T00:08:12Z

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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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