Hvorfor går gamle spill langt for fort på moderne datamaskiner?

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Hvorfor går gamle spill langt for fort på moderne datamaskiner?
Hvorfor går gamle spill langt for fort på moderne datamaskiner?

Video: Hvorfor går gamle spill langt for fort på moderne datamaskiner?

Video: Hvorfor går gamle spill langt for fort på moderne datamaskiner?
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Hvis du noen gang har prøvd å få et vintage dataspill som kjører på et moderne system, har du sannsynligvis blitt sjokkert over hvordanrask spillet kjørte. Hvorfor går gamle spill ut av kontroll på moderne maskinvare?

Tidligere i dag viste vi deg hvordan du kjører eldre programvare på moderne datamaskiner; dagens spørsmål og svar sesjon er et fint kompliment som graver inn hvorfor noen eldre programvare (spesielt spill) aldri ser ut til å fungere akkurat når du prøver å kjøre dem på moderne maskinvare.

Dagens Spørsmål & Svar-sesjon kommer til oss med høflighet av SuperUser-en underavdeling av Stack Exchange, en fellesskapsdrevet gruppering av Q & A-nettsteder.

Spørsmålet

SuperUser-leser TreyK vil vite hvorfor gamle dataspill kjører sprø fort på ny maskinvare:

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?

Så hva er historien? Hvorfor brenner sprites i gamle spill over skjermen så fort spillet blir uoppspillbart?

Svaret

SuperUser bidragsyter JourneymanGeek bryter det ned:

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.

Hvis du er nysgjerrig på hvordan den faktiske koden ble implementert i tidlige dataspill (og hvorfor de tilpasser seg så dårlig til moderne systemer uten å være sandboxed i en slags emuleringsprogram), vil vi også foreslå å sjekke ut denne lange, men interessante sammenbruddet av behandle i et annet SuperUser-svar.

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