3 ms·
Theres discussion distinguishing hard real-time (what you describe), firm real-time (infrequent deadline misses are problematic but managable), and soft real-ti
by Jarwain 2y ago
Theres discussion distinguishing hard real-time (what you describe), firm real-time (infrequent deadline misses are problematic but managable), and soft real-time (missing deadlines aren't a big deal). Node does a pretty hood job with soft real-time.
- Rohansi 2y agoWhat games do you know that are hard or firm real-time? Real-time in this context is more like real-time communication rather than process scheduling.
- Jarwain 2y agoI think we've diverged from the game context, towards discussion "universal brain reorganizing technologies", nodejs being considered one, and what real-time means in the context of node. That said, real-time communication _is_ a soft real-time system.
- hdjrudni 2y agoYa'all are very strict in your definitions then. My definition is "does it feel laggy" or "do I have to walk away and come back when this thing is done". Basically like 24 FPS or higher is real-time. Even that'd be laggy for a game but not unplayable. I choose this specifically because that's what movies typically use and they're very watchable.
- nilamo 2y agoThat definition of real time is not good enough for things like pacemakers, where real time really does actually matter.
- beaudidly 2y ago[dead]
- bobnamob 2y agohttps://en.wikipedia.org/wiki/Real-time_computing https://en.wikipedia.org/wiki/Real-time_computing Hard real time (or just "real time" in firmware/hardware contexts) is effectively a term of art. One that's been increasingly watered down by the rest of the industry. Strict definitions matter when system failure == pacemaker missing a beat or train signalling system drives a freight train into the back of 400 passengers.
- hansworst 2y agoBut in gaming, real time means something different: https://en.wikipedia.org/wiki/Timekeeping_in_games#Real-time https://en.wikipedia.org/wiki/Timekeeping_in_games#Real-time Context matters.
- meheleventyone 2y agoIn game development we still care about the distinction between soft and hard realtime. Almost all games are soft realtime, even if the gameplay itself is turned based as we're processing user input, updating UI, animating things and so on.
- dontlaugh 2y agoA lot of gameplay elements are firm realtime in practice, not unlike something like video decoding.