4 ms·
From what I understood of all the explanations here, in layman's terms, a real-time system is very quick to respond to signals but it doesn't guarantee the tota
by ranguna 4y ago
From what I understood of all the explanations here, in layman's terms, a real-time system is very quick to respond to signals but it doesn't guarantee the total amount of processing done for each signal, only that it will processes as many signals as possible. Whilst a non real-time system doesn't care much about the total amount of signals, instead it wants to process as much as possible on each signal without blocking other signals to much.
For example, music production is low bandwidth (meaning that not a lot of data goes in each individual action) but it has a lot of signals that when not processed immediately, things will sound off. Same for a space rocket, small packets of data stream from one subsystem to another and things can go bad if the data gets delayed, but each data packet does not requires huge amounts of processing, they just need to be processed ASAP. Both of these benefit from a real time system.
On the other hand, when you are doing something like graphical rendering, heavy data processing like training machine learning models, mining crypto, simulations and other types of processes that require a lot of data to be processed in one go and don't really mind if the data gets processed now or 1ms later, then you're better off with a non real-time system. Because if you had a real-time system for these tasks, you could actually see lower total performance for each marco task. Applications would be very snappy on your desktop, but you'd have to wait a bit longer for things to load fully in a real time system that does medium to high data processing.
Games are a mix of both maybe, real-time for input processing and sound, non real-time for graphical rendering (if you don't need extremely consistent framer ates in the realms of <1% deviation or something). With in game physics simulation being a mix of both.
Is that a fair summary?
But then there's low latency systems? Which I don't really know the difference compared to a real-time system, that should offer low latency by default because it tries to process as many signals as they come in.
- jacooper 4y agoI hope it is!, its the only one I actually understood! As for gaming I am really interested if there are benefits to real time kernels and whether if its possible to make a hybrid kernel that turn to real-time only when needed.
- ranguna 4y agoThat'd be very interesting, having a scheduler that can toggle between real-time and non real-time depending on the process. Although I'm not sure what that'd look like physically in terms of core usage.