On Jul 28 2007 10:50, Linus Torvalds wrote:Is it specific to 3D? I would not think so. dosbox, bochs should have the same issue. Games with "a lot of motion" usually implement their event handling and screen drawing in a busy loop to get the maximum possible frame rate. Usually, only the GL thread would need to run at full power, and reducing the input subsystem to a simple event-based loop (for example reading a pipe in blocking mode). This could IMO makes games a bit more responsive. However, most games combine the input subsystem and graphics output in one thread. Due to the way CFS works, it may mean that processes get scheduled too fair, though I'd suspect that a GL busy loop has no interactivity bonus at all anyway in the old scheduler or SD. I/O is also something that can hurt games in their framerate and/or handling (something the user cares most about). Since I have not tried 2.6.23-rc yet, I can only speak for the old scheduler. I have always turned cron off so that updatedb does not run, because it makes games sluggish for some reason, even though updatedb (or subordinate processes) don't take a lot of CPU time according to `top`. What's more, running BOINC in the background (nice 20) while running unreal (nice 0), everything is ok. (But not if BOINC is at nice 0). Time to investigate... Jan -- -
| H. Peter Anvin | Re: [rft] s2ram wakeup moves to .c, could fix few machines |
| Greg Kroah-Hartman | [PATCH 002/196] Chinese: rephrase English introduction in HOWTO |
| Ingo Molnar | [patch] PID namespace design bug, workaround |
| Tarkan Erimer | Re: Dual-Licensing Linux Kernel with GPL V2 and GPL V3 |
git: | |
| Eric Dumazet | Re: Multicast packet loss |
| Gerrit Renker | [PATCH 27/37] dccp: Integration of dynamic feature activation - part 2 (server side) |
| David Miller | [GIT]: Networking |
| Jarek Poplawski | Re: [PATCH] pkt_sched: Destroy gen estimators under rtnl_lock(). |
