4 ms·
Ya'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". Basic
by hdjrudni 2y ago
Ya'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.