From: Zan Lynx <zlynx@acm.org>
To: Con Kolivas <kernel@kolivas.org>
Cc: "André Goddard Rosa" <andre.goddard@gmail.com>,
"Lee Revell" <rlrevell@joe-job.com>,
"Andrew Morton" <akpm@osdl.org>,
linux-mm@kvack.org, linux-kernel@vger.kernel.org,
ck@vds.kolivas.org
Subject: Re: [PATCH] mm: yield during swap prefetching
Date: Wed, 08 Mar 2006 14:07:43 -0700 [thread overview]
Message-ID: <1141852064.21958.28.camel@localhost> (raw)
In-Reply-To: <cone.1141787137.882268.19235.501@kolivas.org>
[-- Attachment #1: Type: text/plain, Size: 2429 bytes --]
On Wed, 2006-03-08 at 14:05 +1100, Con Kolivas wrote:
> André Goddard Rosa writes:
>
> > [...]
> >> > > Because being a serious desktop operating system that we are
> >> > > (bwahahahaha) means the user should not have special privileges to run
> >> > > something as simple as a game. Games should not need special scheduling
> >> > > classes. We can always use 'nice' for a compile though. Real time audio
> >> > > is a completely different world to this.
> > [...]
> >> Well as I said in my previous reply, games should _not_ need special
> >> scheduling classes. They are not written in a real time smart way and they do
> >> not have any realtime constraints or requirements.
> >
> > Sorry Con, but I have to disagree with you on this.
> >
> > Games are very complex software, involving heavy use of hardware resources
> > and they also have a lot of time constraints. So, I think they should
> > use RT priorities
> > if it is necessary to get the resources needed in time.
>
> Excellent, I've opened the can of worms.
>
> Yes, games are a in incredibly complex beast.
>
> No they shouldn't need real time scheduling to work well if they are coded
> properly. However, witness the fact that most of our games are windows
> ports, therefore being lower quality than the original. Witness also the
> fact that at last with dual core support, lots and lots (but not all) of
> windows games on _windows_ are having scheduling trouble and jerky playback,
> forcing them to crappily force binding to one cpu.
[snip]
Games where you notice frame-rate chop because the *disk system* is
using too much CPU are perfect examples of applications that should be
using real-time.
Multiple CPU cores and multithreading in games is another perfect
example of programming that *needs* predictable real-time thread
priorities. There is no other way to guarantee that physics processing
takes priority over graphics updates or AI, once each task becomes
separated from a monolithic main loop and spread over several CPU cores.
Because games often *are* badly written, a user-friendly Linux gaming
system does need a high-priority real-time task watching for a special
keystroke, like C-A-Del for example, so that it can kill the other
real-time tasks and return to the UI shell.
Games and real-time go together like they were made for each other.
--
Zan Lynx <zlynx@acm.org>
[-- Attachment #2: This is a digitally signed message part --]
[-- Type: application/pgp-signature, Size: 191 bytes --]
next prev parent reply other threads:[~2006-03-08 21:07 UTC|newest]
Thread overview: 43+ messages / expand[flat|nested] mbox.gz Atom feed top
2006-03-07 23:13 Con Kolivas
2006-03-07 23:26 ` Andrew Morton
2006-03-07 23:32 ` Con Kolivas
2006-03-08 0:05 ` Andrew Morton
2006-03-08 0:51 ` Con Kolivas
2006-03-08 1:11 ` Andrew Morton
2006-03-08 1:12 ` Con Kolivas
2006-03-08 1:19 ` Con Kolivas
2006-03-08 1:23 ` Andrew Morton
2006-03-08 1:28 ` Con Kolivas
2006-03-08 2:08 ` Lee Revell
2006-03-08 2:12 ` Con Kolivas
2006-03-08 2:18 ` Lee Revell
2006-03-08 2:22 ` Con Kolivas
2006-03-08 2:27 ` Lee Revell
2006-03-08 2:30 ` Con Kolivas
2006-03-08 2:52 ` [ck] " André Goddard Rosa
2006-03-08 3:03 ` Lee Revell
2006-03-08 3:05 ` Con Kolivas
2006-03-08 21:07 ` Zan Lynx [this message]
2006-03-08 23:00 ` Con Kolivas
2006-03-08 23:48 ` Zan Lynx
2006-03-09 0:07 ` Con Kolivas
2006-03-09 3:13 ` Zan Lynx
2006-03-09 4:08 ` Con Kolivas
2006-03-09 4:54 ` Lee Revell
2006-03-08 7:51 ` Jan Knutar
2006-03-08 8:39 ` Con Kolivas
2006-03-09 8:57 ` Helge Hafting
2006-03-09 9:08 ` Con Kolivas
2006-03-09 22:44 ` Peter Williams
2006-03-10 9:01 ` [ck] " Andreas Mohr
2006-03-10 9:11 ` Con Kolivas
2006-03-10 0:58 ` Peter Williams
2006-03-08 22:24 ` Pavel Machek
2006-03-09 2:22 ` Nick Piggin
2006-03-09 2:30 ` Con Kolivas
2006-03-09 2:57 ` Nick Piggin
2006-03-09 9:11 ` Con Kolivas
2006-03-08 13:36 ` [ck] " Con Kolivas
2006-03-17 9:06 ` Ingo Molnar
2006-03-08 8:48 ` Andreas Mohr
2006-03-08 8:52 ` Con Kolivas
Reply instructions:
You may reply publicly to this message via plain-text email
using any one of the following methods:
* Save the following mbox file, import it into your mail client,
and reply-to-all from there: mbox
Avoid top-posting and favor interleaved quoting:
https://en.wikipedia.org/wiki/Posting_style#Interleaved_style
* Reply using the --to, --cc, and --in-reply-to
switches of git-send-email(1):
git send-email \
--in-reply-to=1141852064.21958.28.camel@localhost \
--to=zlynx@acm.org \
--cc=akpm@osdl.org \
--cc=andre.goddard@gmail.com \
--cc=ck@vds.kolivas.org \
--cc=kernel@kolivas.org \
--cc=linux-kernel@vger.kernel.org \
--cc=linux-mm@kvack.org \
--cc=rlrevell@joe-job.com \
/path/to/YOUR_REPLY
https://kernel.org/pub/software/scm/git/docs/git-send-email.html
* If your mail client supports setting the In-Reply-To header
via mailto: links, try the mailto: link
Be sure your reply has a Subject: header at the top and a blank line
before the message body.
This is a public inbox, see mirroring instructions
for how to clone and mirror all data and code used for this inbox