Now, just imagine... just imagine how much performance could be gained if game vendors didn't ignore it.
Now, just imagine... just imagine how much performance could be gained if game vendors didn't ignore it.
I’m not sure if it changed, but last time I heard HN was running on FreeBSD: https://news.ycombinator.com/item?id=16076041
> just imagine how much performance could be gained if game vendors didn't ignore it
In the case of FreeBSD, Sony used it as the base for the OS on PlayStation since PS3.
BSD wants a word with you.
From games consoles to core internet devices powering the packets to enable you to post.
Linux may be having an up-trend at the moment but BSD has already been there and still is.
Unfortunately, most of BSD innovation stays locked behind proprietary forks.
BSD is great for many things, but hardware support is sadly behind. I'm a Linux guy but I run both XigmaNAS as my server and OpnSense as firewall on two different platforms, and all their WiFi and Bluetooth chipsets are unsupported, especially 802.11ac is way behind. Not that I'd use all of them on those machines for security implications, but having them supported could be handy sometimes.
That's the fault of vendors not opening up their proprietary firmware blobs up to other systems.
BTW BSD had its last release in 1995, so you probably mean something else.
Basically it's the equivalent to a shrug; means you can't do anything with it.
Because I was wondering about that myself. RT kernel sounds at first like it may help achieve better latency in games, but then you are so deep in the stack and depending on overall performance, that the costs of RT mode might hurt much more than one would gain. But I don't really know how that plays out in practice.
The problem is that it’s not a free win, and games are very varied. But theoretically, on something like a console, you could offer choice.
It all depends on what you're trying to optimize for. You can maximize raw framerate numbers by having an unlimited frame queue depth, but it'll feel like shit because you won't have even frame pacing and your input latency will vary wildly. The ideal scenario in gaming is for your draw time to be perfectly deterministic, and be able to schedule things so you can read input and do your render calls just before vsync.
I feel that there's enough aspects and subtleties to consider that I wouldn't trust anyone, particularly not myself, to guess how things are really going to fare. We will likely have a phase of experimentation and tweaking that will improve things with and without RT patches as more workloads are considered and things are ironed out.
[1]: https://github.com/sched-ext/scx/tree/main/scheds/rust/scx_l...
It might not even be the fault of vendors or their developers.
GPU drivers are still a bit of a pain to non technical users outside of PopOS. They need to "just work" transparently to the user or they'll just leave for Windows.
And game devs tend to use a premade engine - that engine needs to have good support for both Windows and Unix, or they will just default to the bigger market: Windows. So that's another important driver in migration to Unix.
I frequently find the best way to game on Unix is to either dual boot or install a Windows VM
This means I have to manage package updates manually instead of just taking the "System Updates" through the UI.
I say all of that, but I'm still far happier to be Windows-free (Linux at home, OS-X for work).
Additionally PlayStation OS is based on a FreeBSD fork, and the Switch mikrokernel OS still has a POSIX flavour to it, to the extent that it matters for C and C++ standard libraries.
What they ignore is the desktop mess, and lack of paying customers outside platforms where people are willing to pay even for fart apps.