Mengapa Old Games Run Way Terlalu Cepat Pada Komputer Modern?

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Mengapa Old Games Run Way Terlalu Cepat Pada Komputer Modern?
Mengapa Old Games Run Way Terlalu Cepat Pada Komputer Modern?

Video: Mengapa Old Games Run Way Terlalu Cepat Pada Komputer Modern?

Video: Mengapa Old Games Run Way Terlalu Cepat Pada Komputer Modern?
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Jika Anda pernah mencoba membuat game komputer klasik dan berjalan di sistem modern, Anda mungkin terkejut melihat caranyacepat permainannya berjalan. Mengapa game lama kehabisan kendali pada perangkat keras modern?

Sebelumnya hari ini kami menunjukkan kepada Anda cara menjalankan perangkat lunak yang lebih lama pada komputer modern; sesi tanya jawab hari ini adalah pujian bagus yang menggali mengapa perangkat lunak yang lebih lama (khususnya game) tidak pernah berfungsi dengan baik saat Anda mencoba menjalankannya pada perangkat keras modern.

Sesi Tanya & Jawab Hari ini hadir untuk memberi kami SuperUser - subdivisi Stack Exchange, pengelompokan situs web Q & A berbasis komunitas.

Pertanyaan

Pembaca SuperUser, TreyK ingin tahu mengapa game komputer lama berjalan dengan cepat di perangkat keras baru:

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?

Jadi bagaimana ceritanya? Mengapa sprite di game lama menyala di layar sehingga game menjadi tidak dapat dimainkan?

Jawabannya

Kontributor SuperUser JourneymanGeek mengelompokkannya:

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.

Jika Anda ingin tahu tentang bagaimana kode yang sebenarnya diimplementasikan pada game komputer awal (dan mengapa mereka beradaptasi dengan sangat buruk ke sistem modern tanpa sandbox dalam semacam program emulasi), kami juga akan menyarankan untuk melihat perincian yang panjang tetapi menarik ini. proses dalam jawaban Superuser lain.

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