A Brief History of Unreal Mode (2018)
os2museum.com
os2museum.com
The result was a game more sprawling and intricate than anything else that would be seen for decades. And it ran buttery smooth under MS-DOS in 8MB on a Gateway 2000 486DX2/50.
IIRC, the typical way to access high memory was through DPMI, a protected mode extension. The “unreal mode” used by Ultima VII offered the same flat memory access, but without the slight performance overhead of running the CPU in actual protected mode.
Considering that literally every other high-performance game of the era (e.g. Doom) used protected mode, I’m inclined to think U7 would have been just fine. Maybe the unreal mode made a slight difference on an older 386, but was it worth the configuration headache of having everyone edit their CONFIG.SYS? Probably not.
But real mode was implemented on top of logic designed for protected mode, because that is a simpler way to do things (think of it like protected mode, but you're not protecting anything).
So you go into protected mode, mess with things, switch back to real mode (all unintended by Intel) and you're in “unreal mode”.
> Why did developers tolerate this mess?
The hardware was cheap, performance was decent, and there were plenty of customers.
One downside to Unreal Mode is that leaves the processor in in a state where naughty or non-standard TSRs, Interrupts, BIOS ROM code, and programs can cause hard lock ups.