Your analogy and definition is one reasonable viewpoint, that the OS is the thing that bootstraps software on top of hardware and provides access to resources like memory, filesystem, network, and display, but it’s also an incomplete definition. An OS provides a standardized environment for whatever processes run inside it. In that sense it doesn’t matter whether or not it’s contained in a different OS. Ubuntu doesn’t suddenly become not an OS when you run it in a VM, it still provides the Linux OS to the processes that run inside the VM. Windows doesn’t become not an OS if it boots on a hypervisor. Similarly, even if an OS requires another OS to run, when it provides a different environment or container, it’s still serving the purpose of providing a specific Operating System to the software it runs.
Some consoles used to not provide an OS at all, the game provided all of it. The developer was responsible for handling things that would (and should) otherwise be the purview of the OS or drivers, power loss, out of memory, cables yanked, etc., otherwise they would not be allowed to publish. Nintendo did this longer than the others, in my recollection of events.
I don't doubt that game developers do this, but I've never really heard a satisfying reason why, besides vague hand-waving about "needing more performance". I'm not a game developer though, so maybe it's truly needed. Or maybe it was needed in the 80s and 90s but not anymore, and maybe the mentality is simply stuck in the minds of game developers.
I remember interviewing a former game developer at a [not game] company, and we started talking about the C++ Standard Library. Candidate insisted that "the STL is slow," and that you shouldn't use it in any production software, and that if he worked on a project that used it, the first thing he'd want to do was re-write it using his own containers and allocators and so on. I would ask him questions like "what is slow about it" and "how do you know where it's slow, as used in our company's application" and "have you profiled any code that used it to find out where it's slow" and so on, and it became clear (to me) that he was probably just operating out of some ancient tribal believe that "STL = slow" that was organically passed on to him from other game developers throughout the decades.
For consoles, it wasn't that the STL was slow, it was that not all of it was fast, and some parts really were just trash written by whatever the compiler vendor had put together. RTTI was also generally not allowed as it was "slow", and virtual functions weren't allowed at one place because the vtable took up "a ton of extra space". So some of it was cultural, some of it was advice that was ok-ish maybe 15 years before the project began, and a lot of it was just not understanding what was happening under the hood.
IIRC I think one of the primary reasons the EASTL was developed is because the STL at the time did not allow overriding the default built-in memory allocator, and because STL did a bunch of memory allocation.
This is changing and games use lots more STL and dynamic memory allocation than they used to, but a decade ago and earlier, STL use was generally discouraged for the same reason that any and all heap allocations were discouraged for gameplay and engine code: because doing heap allocations during real-time and in performance critical sections can impact performance significantly, and can be dangerous. This is still very true today: the first rule of high performance is to avoid dynamic memory allocations in the inner loop -- true in JavaScript, CUDA, C++, even Python. Dynamic memory allocations can sneak up on you too. It might seem small or innocuous until it piles up or pushes you over a threshold or hits some kind of lock condition.
One mentality I learned game programming that can be counter-intuitive at first is how and when to reserve the maximum amount of memory you need for a given feature and never change it. It can feel at first like you’re hogging way too much, or that something’s wrong with coding that way, but it’s much more predictable, can be much higher performance, and it can be safer for the overall system to ensure that you will never have a weird condition where several things all need more memory than expected at the same time and it suddenly crashes.
Any field is susceptible to cargo-culting, especially ppl who are just trying to get their job done so they focus on having to rediscover everything their leaders are claiming to have verified.
But for the specific claim you’re challenging, it’s hard to really convey the realities without having some experience in those problems.
High level it really comes down to:
1. Relaxing some generic constraints to apply game specific ones
2. Fine grained control over execution, again by relaxing some constraints
3. Game programming can play fast and loose with a lot of things for the sake of speed; this is not generalizable
Though personally i'd make my own containers because i heavily dislike the API design C++ library has and i am glad every single engine i've worked on had their own (well, except in a single case where while the engine did use its own containers it was basically 99.9% the same API design as the C++ library :-P).
The point was: to make a game function you have to perform the bulk of the functions that an operating system performs and the similarities are greater than the differences.
If you can't call those "OS"s, than what really is an OS?
I guess it's turtles all the way down.
> almost every serious game is a complete more-or-less real time operating system
Games tend to have very different requirements and different demands from the OS; they tend to regulate the OS to being (mostly) a hardware abstraction layer. In the late 1990s and early 2000s, it was a lot harder to run games on Windows NT versus Windows 9x because DOS was a lot better at getting out of the way of games.
Today there are far more levels of abstraction, especially when you use the various 3D engines or other large frameworks. But essentially those have taken over the role of a lot of that OS-like code.