Miks vanad mängud kulgevad liiga kaasaegsetele arvutitele?

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Miks vanad mängud kulgevad liiga kaasaegsetele arvutitele?
Miks vanad mängud kulgevad liiga kaasaegsetele arvutitele?

Video: Miks vanad mängud kulgevad liiga kaasaegsetele arvutitele?

Video: Miks vanad mängud kulgevad liiga kaasaegsetele arvutitele?
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Kui olete kunagi proovinud saada vintage arvutimäng üles ja töötab kaasaegses süsteemis, olete tõenäoliselt šokeeritud, kuidaskiire mäng kestis Miks vanad mängud ei juhtu tänapäevases riistvaras?

Tänavu varem näitasime teile, kuidas vanemat tarkvara tänapäevastes arvutites käitada. tänapäeva küsimuste ja vastuste seanss on kena kompliment, mis kaob, miks mõnda vanemat tarkvara (eriti mänge) ei tundu kunagi õigel ajal, kui proovite neid nüüdisaegse riistvara käitada.

Tänane küsimuste ja vastuste seanss jõuab meile viisakalt SuperUserini - Stack Exchange'i ja kogukonnapõhiste Q & A veebisaitide rühmitusse.

Küsimus

SuperUser-lugeja TreyK tahab teada saada, miks vanad arvutimängud uude riistvara hulluks töötavad kiiresti:

I’ve got a few old programs I pulled off an early 90s-era Windows computer and tried to run them on a relatively modern computer. Interestingly enough, they ran at a blazing fast speed – no, not the 60 frames per second kind of fast, rather the oh-my-god-the-character-is-walking-at-the-speed-of-sound kind of fast. I would press an arrow key and the character’s sprite would zip across the screen much faster than normal. Time progression in the game was happening much faster than it should. There are even programs made to slow down your CPU so that these games are actually playable.

I’ve heard that this is related to the game depending on CPU cycles, or something like that. My questions are:

  • Why do older games do this, and how did they get away with it?
  • How do newer games not do this and run independently of the CPU frequency?

Mis on lugu? Miks täpselt nii, et vanade mängude spredid ilmuvad ekraanile nii kiiresti, et mäng muutub mängimata?

Vastus

SuperUseri kaasautor JourneymanGeek lagundab seda:

I believe they assumed the system clock would run at a specific rate, and tied in their internal timers to that clock rate. Most of these games probably ran on DOS, and were real mode (with complete, direct hardware access) and assumed you were running a iirc 4.77 MHz system for PCs and whatever standard processor that model ran for other systems like the Amiga.

They also took clever shortcuts based on those assumptions including saving a tiny bit of resources by not writing internal timing loops inside the program. They also took up as much processor power as they could – which was a decent idea in the days of slow, often passively cooled chips!

Initially one way to get around differing processor speed was the good old Turbo button (which slowed your system down). Modern applications are in protected mode and the OS tends to manage resources – they wouldn’t allow a DOS application (which is running in NTVDM on a 32-bit system anyway) to use up all of the processor in many cases. In short, OSes have gotten smarter, as have APIs.

Heavily based off this guide on Oldskool PC where logic and memory failed me – it’s a great read, and probably goes more in depth into the “why”.

Stuff like CPUkiller use up as many resources as possible to “slow” down your system, which is inefficient. You’d be better off using DOSBox to manage the clock speed your application sees.

Kui olete huvitatud sellest, kuidas tegelik kood käivitati alguses arvutimänge (ja miks nad kohaneda nii nõrgalt kaasaegsete süsteemidega, ilma mingisugust emuleerimisprogrammist liivakasti), soovitame ka uurida seda pikka, kuid huvitavat jaotust protsessi teise SuperUser vastus.

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