The Completely Fair Scheduler's Impact On Games
eldavojohn writes "We've heard a bit about the completely fair scheduler previously, but now Kernel Trap looks at the implications this new scheduler has for 3D games in Linux. Linus Torvalds noted, 'I don't think any scheduler is perfect, and almost all of the time, the RightAnswer(tm) ends up being not one or the other, but somewhere in between. But at the same time, no technical decision is ever written in stone. It's all a balancing act. I've replaced the scheduler before, I'm 100% sure we'll replace it again. Schedulers are actually not at all that important in the end: they are a very very small detail in the kernel.' The posts that follow the brief article, reveal that Linus seems quite confident that he made the right choice in his decision to merge CFS with the Linux kernel. One thing's for certain, gaming on Linux can't suffer any more setbacks or it may be many years before we see FOSS games rival the commercial world."
Funny, in the article those framerates for Quake III show CFS beating the pants off of SD.
Besides, the biggest barrier to 3d games in Linux is video card drivers (ATI, I'm looking at you!) as 3D drivers in Linux, even the proprietary ones, have tended to be unstable.
Linus is right one this one, the scheduler is a small part.
Aren't going to happen until artists in the medium, 'good' artists rather, decide to start working for free the same way coders do. Some artists will work for publicity alone, bu they seem to be by far in the minority. On a technical level, I've not seen much problem with linux. Ogre, for example, runs quite smoothly for me.
Everything will be taken away from you.
This is irrelevant to the gaming front.
The limit to games on Linux is market share. Its not (much) easier to develop a good 3D game for linux as it is Windows, so why code for 2% of the market when you can code for 92% of the market?
Thus you will only get games where the developer has gone out of their way to ensure complete portibility and provides a port mostly out of courtousy.
The scheduler details are irrelevant for this: what Linux Games need is 10%+ marketshare on the desktop.
Test your net with Netalyzr
Sounds like an evil circle.
To get Market Share you need games.
To get Games you need Market Share.
The CFS (Completely Fair Scheduler) won't, but maybe the new FCS (Flux Capacitance Scheduler) might. Or already did.
I have Windows XP and Gentoo Linux running side by side, and strangely, Gentoo scores 10 to 12 FPS faster in World of Warcraft, Warcraft III and even Doom 3. Granted they are commercial games, but if they can run in WINE that fast, I wonder what a direct Linux implementation would do. I just love seeing folks buying the headlines instead of blazing their own paths.
That's why the world is in the shape its in... the majority is always waiting for someone to save the day. You want desktop Linux? Then make it your desktop. Otherwise stop bitching and post some valid comments.
" What luck for rulers that men do not think" - Adolf Hitler
That is why Linus should have listened to Con Kolivas when he tried to introduce a pluggable scheduler system. With a modular system we could have CFS and the staircase scheduler and both problems solved.
I've figured out how to get games running with Linux!
1. Set up your Linux system. Use onboard video and don't overspend on your processor.
2. Buy a PS2, a Wii, or a 360.
3. Play games on your game console and do everything else on Linux.
From TFA
Actually the quote from the in the summary from Linus is part of a larger email where hes dismissing the idea of using the plugscheduler (I can't seem to recall the exact name) that would make the CPU scheduler plugin based like the IO scheduler currently is. His reasoning against it were largely BECAUSE what they learned from having the IO scheduler plugin based and its something Linus as well as the subsystem maintainers DON'T want to repeat.
Anyways, you can still just apply Con's patch to the kernel to use his scheduler instead of the old scheduler (and if he keeps maintaining it, you'll be able to use SD instead of CFS). Don't forget that we haven't even had a kernel released using CFS!
I keep wondering...X is a single threaded server, communicating with a (generally) single threaded game. Worse, wine inserts the wineserver process, so I have three single threaded things trying to synchronize to get interactivity. A low latency event like a keypress might require all three processes to be scheduled in succession, to get a response on the screen. A poor man's way to do this is with the kernel's scheduler, but a far superior way to do it is to have multiple threads in the X server. Scheduling an interactive event isn't hard. Getting crap on the screen in the same scheduling timeslice is hard (impossible?) since it requires a second scheduling point. As I understand, this is how BeOS achieved substantial interactivity in the presence of load -- my having a multi-threaded graphics server *and* kernel.
So, how much can be gained by rewriting X, or going to a different graphics server? Or do I completely misunderstand the effect of X?
-- Bob
1^2=1; (-1)^2=1; 1^2=(-1)^2; 1=-1; 1=0.
Usability research has shown, that variation in waiting time is actually a bigger irritation for users than waiting time itself.
I have seen several projects, where user interface response time problems have been "improved" by making adding a minimum response time. The average response time increases, but variation decreases, and the user often reports the program as having become faster... the logic to this seems to be, that the user wants the user interface to have a predictable response.
I think the reference for this is Søren Lauesens books about usability programming, but I cannot remember for sure right now.