Re: [PATCH] mm: yield during swap prefetching

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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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