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The Completely Fair Scheduler's Impact On Games
Posted by
Zonk
on Tue Jul 31, 2007 11:13 AM
from the penguins-without-joysticks-part-deux dept.
from the penguins-without-joysticks-part-deux dept.
eldavojohn writes "We've heard a bit about the completely fair scheduler previously, but now Kernel Trap looks at the implications this new scheduler has for 3D games in Linux. Linus Torvalds noted, 'I don't think any scheduler is perfect, and almost all of the time, the RightAnswer(tm) ends up being not one or the other, but somewhere in between. But at the same time, no technical decision is ever written in stone. It's all a balancing act. I've replaced the scheduler before, I'm 100% sure we'll replace it again. Schedulers are actually not at all that important in the end: they are a very very small detail in the kernel.' The posts that follow the brief article, reveal that Linus seems quite confident that he made the right choice in his decision to merge CFS with the Linux kernel. One thing's for certain, gaming on Linux can't suffer any more setbacks or it may be many years before we see FOSS games rival the commercial world."
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Games: Why Gaming Sucks On Linux 357 comments
lseltzer writes "Efforts have been made to improve the situation, but things have actually gotten worse for gaming on Linux rather than better. If you're a gamer you're just plain better off running Windows and dual-booting (or VMing) between the two operating systems than hoping your games will run in Cedega or some such product." From the article: "So where does all of this leave Linux gamers? One word: Windows. Yep, you read that right. If you're a gamer, do yourself a favor and just buy a copy of Windows and set up a dual-boot system. Why bother to torture yourself with the headaches presented by Linux gaming? Why should you continually not have the games you want to play? Why settle for half-assed solutions that might or might not run the games you crave so desperately?"
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Linux Gets Completely Fair Scheduler 274 comments
SchedFred writes "KernelTrap is reporting that CFS, Ingo Molnar's Completely Fair Scheduler, was just merged into the Linux kernel. The new CPU scheduler includes a pluggable framework that completely replaces Molnar's earlier O(1) scheduler, and is described to 'model an "ideal, precise multi-tasking CPU" on real hardware. CFS tries to run the task with the "gravest need" for more CPU time. So CFS always tries to split up CPU time between runnable tasks as close to "ideal multitasking hardware" as possible.' The new CPU scheduler should improve the desktop Linux experience, and will be part of the upcoming 2.6.23 kernel."
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The Completely Fair Scheduler's Impact On Games
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Article is misleading (Score:5, Insightful)
(Last Journal: Friday November 09, @05:05PM)
Besides, the biggest barrier to 3d games in Linux is video card drivers (ATI, I'm looking at you!) as 3D drivers in Linux, even the proprietary ones, have tended to be unstable.
Linus is right one this one, the scheduler is a small part.
Re:Article is misleading (Score:5, Insightful)
Why not just say that, instead of trying to get a bunch of
Re:Article is misleading (Score:5, Informative)
(Last Journal: Friday September 21, @07:18AM)
I agree to some extent. Notably the test specified in the article is "open a game and then sit there without hitting the keyboard." In my mind, this means the game isn't responding to any I/O, so gets pushed to the background, so adding more tasks just means it gets 1/tasks timeslices. Seems reasonable. I'm not sure why the CFS would keep the game running more often than SD if there was no I/O. An interesting comparison would be to see not only the FPS/CPU usage for the game but also for the "loop" tasks. (Those tasks also are not I/O bound.)
Fundamentally I think the name CFS is a little bit odd - how does one define "fair"? In fact, I probably don't want my scheduler to be fair at all - I want it to run the stuff I want fast, and the other stuff it can run slow. That's not very fair.
So, I would say there is not enough information given in the article to tell exactly why the systems had different FPS performance for different schedulers - just looking at that number doesn't tell how it's splitting the time among all the processes.
Re:Article is misleading (Score:5, Informative)
Fair, in this context, means that the scheduler will give all the running tasks CPU time in proportion to their priority (nice level). It follows from this that all the tasks in a given nice level are given equal amount of CPU time, and a higher-priority task (lower nice level) is given more CPU time than a lower-priority one.
SD scheduler (but not CFK, AFAIK) also had idle priority, which means a task that only runs if nothing else at any nice level wants to run. Very useful for running FoldingAtHome.
That's what "nice" is for. A fair scheduler respects nice levels, as stated above.
Re:Article is misleading (Score:5, Informative)
(Last Journal: Friday June 23 2006, @01:26PM)
A fair scheduler basically times the actual CPU usage. It starts timing when it gives control to the process, and stops timing when the process yields or the scheduler decides to interrupt the process. it tracks processes not by ticks but by actual time used. (This post is based on my understanding of the issue. I may be incorrect.)
Re:Article is misleading (Score:4, Insightful)
Re:Article is misleading (Score:5, Insightful)
(http://www.omnifarious.org/~hopper/ | Last Journal: Tuesday October 02, @12:21PM)
FPS is a poor measure of the feel of a game. I know it's what all the graphics card benchmarks use, and it does do a good job of measuring the total processor and video card throughput, but that's not the most important thing.
The most important thing is the time between you pressing a key and the changed game state being reflected on your screen and how consistent that delay is.
One of the arguments that CK has made about kernel development is that kernel developers have become obsessed with throughput to the exclusion of all else and that this leads to very poor desktop performance because throughput is a poor measure of 'interactivity'. Someone posting 3D game framerates as evidence of one scheduler being better than another is exhibiting exactly this bias.
IMHO latency is a better measure, but still not perfect and it can be hard to measure in some cases.
I don't know enough about the scheduler to know which one is better or which one exhibits particular properties. But I can see that the throughput bias is evidenced in force in the thread the article points to.
And CK is also right that big iron shops care more about overall throughput than any measure of 'interactivity'. IMHO there ought to be some kind of pluggable scheduler system that allows you to completely change the algorithm to reflect the preferred behavior of the computer you're using.
Re:Article is misleading (Score:5, Insightful)
(Last Journal: Thursday November 09 2006, @05:02PM)
And actually, If people think this is a problem, Distro's already heavily customize the kernels so switching this out in their particular kernel shouldn't be much of a problem.
Re:Article is misleading (Score:5, Insightful)
Re:Article is misleading (Score:5, Interesting)
As an aside, what kind of retard benchmarks a scheduler using a game that is doing nothing and 100% cpu tasks? Put some disk access in there, maybe a set of folders that will easily fit in cache and then find . them. Have some fixed-seed random busy / sleeps of different ratios. Have the game play a demo reel on repeat and record avg *and* min/max fps. Come on Ingo must be somewhat familiar with CK so he must know that these tests where CK is roughly the same are biased toward CFS to begin with. If you are going to say 'look I did these benchmarks and it's a wash' and use that as a justification then at least do good benchmarks.
I think this more than anything else confirms my impression than Ingo is just hacking shit until it kinda works ok. Note that this is exactly the same kind of rationale Linus gave for diss'ing Con so flame off.
Re:Article is misleading (Score:5, Interesting)
(http://www.spencley.com/)
I would think that the biggest barrier to 3d games in Linux would be the inherent paradox concerning the lack of 3d games.
No gamers = No profit for game companies = No games being produced.
No games = No gamers = No profit for game companies.
The one thing that I would agree on is that video card support brings game developers and gamers closer to a certain extent. Having better drivers might get both gamers and developers to consider Linux a *little* more. However, even if Linux had terrific video card drivers that were just as good or better than the Windows drivers I still wouldn't consider Linux for games just because there's very few good games available.
Better drivers can only help. But I can't consider that the "biggest" problem. The biggest problem is that there are too few people who use Linux. So video card manufacturers don't care about Linux. Game developers don't care about Linux and lastly (most) gamers don't care about Linux.
I realize there was a lot of bad management decisions involved, but look at what happened to the last company that tried to make a business out of porting titles to Linux (*cough* Loki *cough). I have just about every Loki title that was developed and I really wish they had stayed afloat. Maybe it was bad business decisions and maybe it was just that there was no profit in porting titles to Linux. The situation might be different today and I hope that someone has the desire, balls and money to step up and try what Loki tried 7 or 8 years ago. But Loki's fate did send a clear message. There's no profit in Linux games. John Carmack also said back then that releasing Q3A for Linux saw no profit.
Hopefully as more desktop companies, like Dell, jump on board and push Linux then maybe both the game developers and video card manufacturers will start to see the potential for profit and a result gamers will jump on board. But even Mac has suffered from the same problem for 20 years, and there's way more profit in developing for Mac than Linux. And it shows. There are more commercial Mac games than there are Linux. But both Linux and Mac have next to no games at all when you compare to the titles available for Windows.
Re:Article is misleading (Score:4, Informative)
In w2k at 125hz other players would appear to be moving smoothly. In redhat they would have a constant stutter, like the other players positions were only being updated every 2 or 3 frames, rather than every frame as they appeared to on w2k. This made a difference when playing the game, I ended up moving around distros until I found the preemptive, and low latency patches made the stuttering go away.
For me, fps wasn't ever the problem. It was something else.
FOSS games (Score:3, Informative)
Re:FOSS games (Score:4, Insightful)
Are you saying all of "Snow White" was drawn by one person? All 24 fps, 83 minutes worth?
Re:FOSS games (Score:4, Interesting)
Of course they're in the minority. For them, there's nothing to be gained in providing their services for free.
The publicity for working on games is almost nonexistent. For example, can you, name any artist that worked on any one of the most popular games? I can, but I know a bunch of artists that work in the games industry.
Besides, artwork doesn't work as FOSS. Unlike code, artwork for games isn't inherently "sharable" - it's designed for the purposes of that game and that game only. Game engines can be used for multiple different kinds of game. Artwork almost always can't. It may be used for sequels (but generally isn't as the requirements change from game to game) but it can't be used across different types of games.
Re:FOSS games (Score:4, Insightful)
I always wondered why they just wouldn't contribute at least some early works to the open source community? Is it maybe just the lack of a good website where stuff like this could be indexed or isn't there a good enough standard license model to release something like that for free? I thought the Creatice Commons license [creativecommons.org] would be quite suitabel for it.
Everybody who spent some time finding a good textured and rigged low-poly character model, preferably with basic animations, on the net for use in an open source game, knows that there is next to nothing available. Well, at least not when I could have needed one about two years ago.
It really doesn't have to be that professional or finished - even that untextured rat someone made a decade ago to have something to shoot at, later to replaced by some creatures, could maybe be of use to someone; and if he textures it, and maybe do a simple animation and perhaps record some sounds, and then uses it in his project, he should give the additional stuff he made to other developers as well.
Soon there will be a nice looking 3D rat with some textures to choose from, various sounds, walking and death animations, etc. and everybody did his part. That's the open source way - why does it seem it's not very common among artits and only coders?
Anyway, I think it could be really just the right website that is missing - some Sourceforge-style page with a nice upload-frontend, where stuff gets properly indexed based on categories, tags and styles and with a feedback option, where contributers can see which projects are using their works. Add some voting to rank it, karma, apply a fair license to it upon upload and I think something like this could really take off.
You won't get good games until you get marketshare (Score:5, Insightful)
(http://www.icsi.berkeley.edu/~nweaver/)
The limit to games on Linux is market share. Its not (much) easier to develop a good 3D game for linux as it is Windows, so why code for 2% of the market when you can code for 92% of the market?
Thus you will only get games where the developer has gone out of their way to ensure complete portibility and provides a port mostly out of courtousy.
The scheduler details are irrelevant for this: what Linux Games need is 10%+ marketshare on the desktop.
Re:You won't get good games until you get marketsh (Score:4, Insightful)
To get Market Share you need games.
To get Games you need Market Share.
Should it matter? (Score:3, Insightful)
(http://www.lcscanada.com/jaf)
Perhaps people just don't want to run their games as root though....
Modular Kernel (Score:2)
Re:Modular Kernel GREAT QUESTION jshriverWVU (Score:4, Informative)
Anyways, you can still just apply Con's patch to the kernel to use his scheduler instead of the old scheduler (and if he keeps maintaining it, you'll be able to use SD instead of CFS). Don't forget that we haven't even had a kernel released using CFS!
Games.. only thing keeping me from linux full-time (Score:1, Redundant)
except.. gaming support on linux is shitty. The games I have run on linux worked okay - but it took hours to set them up properly. Unreal Tournament 2003 is the last one I played on linux that had a linux port available..
I play games about 10% of the time I use my computer.. nonetheless, bad gaming support is what keeps me from using Ubuntu 100% of the time. I do not feel like having 2 operating systems intalled on my computers.
I'm not a 'gamer' by any means.. but games are important enough to me to keep me using Windows.. I would love to switch.. but I'll switch when the linux coders decide to push for a more compatible gaming system.
Pluggable (Score:5, Insightful)
Re:Pluggable (Score:5, Informative)
(http://nextgen.no-ip.org/)
Multiple choice schedulers (Score:2, Informative)
(http://slashdot.org/~davidwr/journal/ | Last Journal: Friday November 09, @09:19PM)
Scheduler Nanokernel (Score:3, Interesting)
(http://slashdot.org/~Doc%20Ruby/journal | Last Journal: Thursday March 31 2005, @01:48PM)
Actually, I'd like to see the OS kernel consist entirely of only the scheduler and the thinnest APIs to secure drivers granting access to the HW. Everything else, including IPC, could be in userspace.
That would make distributing the OS a lot easier. And the simplicity could be a lot easier to secure, to develop for, to customize a deployment for minimum HW (like eg. a "self-winding" 10mW Bluetooth ring with "accessory" features). Practically every device could run the same "OS", with modules bolted on for increased functionality on heavier HW.
Setbacks? (Score:5, Insightful)
Seems like Linux / FOSS should be focusing on... (Score:1)
(http://memechan.org/)
Linux and Games (Score:5, Insightful)
1. Set up your Linux system. Use onboard video and don't overspend on your processor.
2. Buy a PS2, a Wii, or a 360.
3. Play games on your game console and do everything else on Linux.
Be glad they chose CFS over SD then. (Score:5, Insightful)
From TFA [kerneltrap.org]
This was already a known issue (Score:1, Interesting)
Vague generalizations on OS suitability (Score:2)
OS X is for artists and people really into style.
Linux is for hackers and various niche environments.
Linux does not need to support gaming. Windows does that quite well. Anyone that wants to game can dual-boot with Windows, or buy a console. Linux will not support gaming, for the same reasons AIX or Solaris are not chock full of gaming goodness. It isn't required or desired, and the OS is far more suitable for other, often more "serious," applications.
any *more* setcbacks?!?!?! (Score:1, Troll)
(Last Journal: Sunday June 17, @02:35AM)
The past is the map to the future (Score:2)
(Last Journal: Sunday August 20 2006, @09:16PM)
Other than Security, to the average user who is using Windows there just is'nt the "Whoahh" that people used to get when somebody back then saw the Amiga or Atari. Compelling reasons just don't exist for the average user to switch from windows to LINUX except maybe fear of viruses and malware.
For games to take off on LINUX there needs to be a game done on LINUX for LINUX ONLY that everybody wants and does something on LINUX that CAN'T BE DONE on windows. When I saw what the Amiga could do commpared to the PC I KNEW why I wanted one.
Granted the Amiga was as much a hardware advancement as OS, but the point was the average user could understand why they needed it.
The X Factor (Score:5, Interesting)
(http://bob.mcelrath.org/)
I keep wondering...X is a single threaded server, communicating with a (generally) single threaded game. Worse, wine inserts the wineserver process, so I have three single threaded things trying to synchronize to get interactivity. A low latency event like a keypress might require all three processes to be scheduled in succession, to get a response on the screen. A poor man's way to do this is with the kernel's scheduler, but a far superior way to do it is to have multiple threads in the X server. Scheduling an interactive event isn't hard. Getting crap on the screen in the same scheduling timeslice is hard (impossible?) since it requires a second scheduling point. As I understand, this is how BeOS achieved substantial interactivity in the presence of load -- my having a multi-threaded graphics server *and* kernel.
So, how much can be gained by rewriting X, or going to a different graphics server? Or do I completely misunderstand the effect of X?
-- Bob
The Scheduler That Lived will live (Score:2)
There were a lot of testers when SD came out, because it clearly beat the pants off the old one, and that was exactly why Ingo went ahead to throw his own version of a fair scheduler - otherwise his code would not survive.
Which one is better, SD or CFS? Technically, it was hard to say, but it's not about technology - it's like the browser war, the one with the bigger market share wins. CFS has been merged into mainline and gets the biggest exposure, so there are hell a lot of more testers and developers attention, and with a genius like Ingo, it's only a matter of time that CFS will perform better than SD - the latter has been simply ignored since CFS was out.
So arguing which one is technically better is not the point. It's like people kept arguing Netscape was better than IE. But the fact is IE eventually outperformed Netscape even technically.
A lot of people who watched the whole thing on LKML consider the decision of merging CFS was unfair, but few really worried that we'd have a worse scheduler in the long run. Get your Cause and Consequence right.
Jitter is important (Score:5, Interesting)
(http://www.dybdahl.dk/ | Last Journal: Monday November 25 2002, @06:23PM)
I have seen several projects, where user interface response time problems have been "improved" by making adding a minimum response time. The average response time increases, but variation decreases, and the user often reports the program as having become faster... the logic to this seems to be, that the user wants the user interface to have a predictable response.
I think the reference for this is Søren Lauesens books about usability programming, but I cannot remember for sure right now.
CFS's impact is.. none! (Score:3, Funny)
(http://www.genesi-usa.com/)
And then the news post here, says "Linux cannot suffer any setbacks in gaming". I think you'll find that compared to the original scheduler, CFS pretty much rocks for gaming. As much or less than SD, who the fuck cares?
It's better than the original scheduler, so where's the setback?
If it's not as good as SD, oh well, cry me a river. I don't agree with Linus' "there is no maintainer" idea, but more the concept that CFS removes more lines from the kernel than it replaces, and does a better job, whereas SD adds complexity for roughly the same effect. What could be a perfectly good technical reason in previous LKML posts got turned into politiking.
Difference between SD and CFS.. fractions of a frame per second. WOW. That really means Linus made the wrong decision! The impact on games, where 1/500th of a second really MAKES A DIFFERENCE is too high! Put the old scheduler back you fucking crazy-ass Finn!!
Let me say it again: Ingo sucks. (Score:1, Insightful)
Ingo fought long and hard for the status quo. Complaints against the current O(1) scheduler (author: Ingo) were met with flames and ignorance. Con spent a year developing a new scheduler and proving that it was better than the scheduler that Ingo wrote. Ingo spent the entire year ignoring and denying Con's scheduler, but one day he saw the light and wrote his own knockoff in "62 hours" and gets it merged the next week. This is bullshit.
The end result is that Con has been driven from Kernel development by asses like Ingo. Whether CFS is better than SD is irrelevant. What has happened is the guy who spawned the entire process of getting an improved scheduler in the kernel and spent a year overseeing and improving it has his concept stolen by Ingo. Ingo did not want a new scheduler, he wanted his name to be on the current scheduler. When he saw that disappearing he had to take drastic action and he "authored" a new, improved scheduler. All for his own glory.
Ingo sucks.
Obstacles to commercial gaming on Linux. (Score:1)
(http://www.linkedin.com/in/kirkblack)
Linux has plenty of horsepower and driver support these days to run even the most demanding 3D games and the development platform is consistent enough with Windows to make porting issues or cross-platform development a manageable, almost transparent task.
The big obstacle is distributing and supporting a game for Linux. For a third party developer such as a commercial game developer, packaging and releasing a game for Windows is a relatively easy, standardized task. A commercial developer knows that once they develop the game for Windows it's going to work as expected on the greater majority of consumer Windows machines in existence; even those running older versions of Windows and most likely will run on future versions of Windows. The commercial game developer generally does not have to worry about new hardware coming not working because of lack of drivers or new releases of the Windows OS coming out every 6 months that causes their product to stop functioning and needing fixed constantly. The commercial game developer doesn't have to be concerned with what other Windows developers are doing and whether changes going on in another area of the OS or applications being developed are going to effect their game development. Furthermore, the commercial game developer doesn't really have to spend extra effort dealing with multiple versions of Windows; for the most part Windows is Windows.
Contrast this with Linux, where there are literally dozens of recognizable distributions, none of which have an appreciable majority marketshare and many of which change dramatically every few months. Trying to maintain a game and keep it working from one version to the next of a single distribution is a sizeable task; trying to do that for dozens of distributions becomes prohibitive which is what a commercial game developer would have to do if they truly intended to support their game properly. And after all this effort, what would the effective sales increase of their game really be? The economics of properly distributing and supporting a game just isn't worth it.
If Linux really wants to be a practical target for commercial game development, it needs to bolster itself in the areas of distribution, support and platform compatibility stability. This will in turn not only make it more feasible for commercial game developers to consider targeting Linux as a valuable platform but improving these same factors would apply to all application developers and increase marketshare and commercial viability of Linux. If that is the desired effect, of course.
Why scheduler debates might be so popular. (Score:1)
(http://www.slashdot.org/)
That said, here is one example of how schedulers affect the lives of users:
I tend to play with the nice values of shared servers at my work place(It's nice to be the administrator.) when I'm compiling on the same machine as someone else who is running a simulation.. The compile time for my primary project(on an unburdened system) is around 20 minutes for a full recompile, while the simulation might take days to finish. If my compile process is equally nice as the simulation process it takes approximately double the time to complete, so I end up reading Slashdot for an extra 20 minutes and the simulation runs for about an extra 20 minutes. That's great on a day when I don't have deadlines to meet. When I give my compilation priority, I may see the compilation finish in 25 to 30 minutes and the simulation will run an extra 30-35 minutes as a result of my compilation. So I save 15 minutes on my compile while my coworker never notices the difference even if I do a full compile 10 times in one day. So the scheduler allows me (the interactive user) to work more productively.
Anyway, I don't know if that example was needed, but I hope it was helpful for someone.
That big a deal? (Score:2)
(http://www.fahrlander.net/)
Other OS schedulers? (Score:1)
(http://umich.edu/~jamec | Last Journal: Thursday October 18, @08:11PM)
Priority Queueing and Hashing as an Option (Score:2)
What about "nice?" (Score:2)
Absolute Priorities (Score:1)
Well... (Score:2)
(Last Journal: Monday November 28 2005, @09:58PM)
Optimise everything for 3D acceleration etc. Bundle a bunch of open source games for the heck of it.
Or is there already such a thing? If so, what is it?
alternative solution (Score:2)
(http://forums.boiledfrog.us/ | Last Journal: Friday February 21 2003, @01:08PM)
Another idea, or possibility: while I'm not 100% sure it's possible or preferable, why not use a 'scheduler scheduler' to allow for active switching between scheduler profiles in a manner similar to how ACPI and APM work? I'm not going to want the same behavior while doing 'office' work as I would while watching a movie or gaming. It'd not make much sense on a server, I don't think, but on a workstation the ability to switch between task-oriented micro-schedulers seems like a pretty good idea, even if there's a several-percentage point processor performance hit. I imagine the loss would be made up in more task-appropriate performance if the user could be allowed to customize it: use x scheduler when x1 and x2 binaries are running, and y when y1 and y2 are running...
nice? (Score:1)
Re:Hmm (Score:4, Funny)
Strange, I've been gaming in Linux for years. (Score:5, Interesting)
(Last Journal: Friday November 09, @12:00AM)
That's why the world is in the shape its in... the majority is always waiting for someone to save the day. You want desktop Linux? Then make it your desktop. Otherwise stop bitching and post some valid comments.
Re:Strange, I've been gaming in Linux for years. (Score:5, Informative)
Re:Strange, I've been gaming in Linux for years. (Score:4, Insightful)
(http://evilhackerdu.de/)
On the other hand, performance drawbacks because of wine's virtualization are very small but naturally they do exist. Adding an extra layer of wrapping takes time. Of course, maybe wine's handling of win32-specific calls and systems is more efficient than Microsoft's implementation in their operating systems
Re:Strange, I've been gaming in Linux for years. (Score:4, Interesting)
(http://kamthaka.blogspot.com/ | Last Journal: Wednesday March 30 2005, @03:18PM)
An efficient scheduler gives processes in general the most bandwidth. A fair scheduler gives processes in a priority class the most equal bandwidth shares. A real time scheduler gives any given process the most predictable wait for bandwidth.
Each of these notions is somewhat different. Achieving a high frame rate over the course of a test on an unloaded system tells you nothing about the scheduler, other than perhaps it is not truly awful. On a moderately loaded system, the scheduler may be giving your game more than its share of CPU time, but if from time to time your game seizes up for a fraction of a second, it would be an irritation, even if on average it's getting enough bandwidth to give you a good playing experience. At the same time, this situation would be fine for data processing applications like image analysis, where an operation might take several seconds, or even minutes to complete. As long as the process gets plenty of cycles over the course of the operation, it's ok, even though your operation might have "frozen" for up to a second in the process.
Re:Strange, I've been gaming in Linux for years. (Score:5, Informative)
A perfectly reasonable question, but the answer may well be "about the same". The NE in wiNE istands for "Not an Emulator". In a sense, WINE *IS* a native Linux graphics implementation albeit aided or hindered by using the Windows API interfaces. If I recall the WINE documentation correctly it says that WINE is sometimes faster than Windows on the same hardware and application and sometimes slower.
Here's a link http://linuxhelp.blogspot.com/2006/02/wine-vs-wind ows-xp-benchmarks.html [blogspot.com] that seems to say roughly the same thing.
Re:Um (Score:2)
Of course, because as we all know, it is only possible to write FOSS for Linux, and not for any other OS. Like, say, Windows, for instance.
Re:Mods seem kind of *cranky* today (Score:2)
(http://www.members.iinet.net.au/~tezbo | Last Journal: Thursday June 09 2005, @10:20AM)