Do gaming consoles have pre-emptive multi-tasking OS?

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Discussion Overview

The discussion centers around the operating systems used in gaming consoles, particularly focusing on whether they employ pre-emptive multi-tasking. Participants explore the implications of system performance on game functionality, especially in the context of games ported from consoles to PCs.

Discussion Character

  • Technical explanation
  • Debate/contested

Main Points Raised

  • One participant notes that older multi-threaded PC games could separate graphics performance from core game physics, whereas newer games seem to be more sensitive to overall system performance.
  • Another participant states that the Xbox uses a stripped-down version of Windows 2000, which is fully multitasking.
  • There is curiosity about the operating systems of other consoles, as many games are designed to run on multiple platforms, leading to performance issues on PCs.
  • A participant expresses skepticism that all home gaming consoles made after the original PlayStation lack preemptive multi-tasking operating systems, citing even the N64's OS as having such capabilities.
  • One participant argues that a multi-threaded scheme can only function effectively if the game state is relatively small, raising concerns about rendering while the game state is being modified.
  • Another participant discusses the complexity of rendering moving objects and how messaging between physics and graphics threads can manage larger game states, referencing racing games that handle multiple players online despite potential lag.
  • Concerns are raised about the performance variance in racing games ported from consoles to PCs, contrasting them with games developed for PCs first.

Areas of Agreement / Disagreement

Participants express differing views on the capabilities of gaming consoles regarding pre-emptive multi-tasking and the impact of system performance on game functionality. There is no consensus on whether all consoles utilize such operating systems or on the implications of these differences for game performance.

Contextual Notes

Participants highlight limitations related to the size of the game state and the challenges of rendering while modifications occur, suggesting that the discussion is contingent on specific technical implementations and assumptions about game design.

rcgldr
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Wondering why games written for consoles and ported to PC's often seem to be system senstive where the entire game is affected by system peformance instead of just the graphics, which should be an independent thread / task in a game. In older multi-threaded games written for PC's, the graphics rate could be bogged down and yet have no effect on the games physics, which ususally consisted of one thread to sample controller inputs at some fixed rate, and a physics thread(s) that ran at some fixed rate to do the numerical integration to convert accelerations into velocties and positions of the objects involved, which in turn sent the positional update to the graphic thread. The frame rate in the graphic thread could take a hit on a slower system, but the core physics wasn't affected. In some of the newer games, it seems that the entire game can take a hit if graphics gets behind.
 
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Xbox uses a stripped down version of Windows 2000, fully multitasking.
 
Antiphon said:
Xbox uses a stripped down version of Windows 2000, fully multitasking.
Thanks. Wondering about the other consoles, since many games are designed to run on multiple consoles (PS3, XBOX, ...) as well as PC's. Those are the games that seem to have issues with the difference in PC performance.
 
rcgldr said:
Wondering why games written for consoles and ported to PC's often seem to be system senstive where the entire game is affected by system peformance instead of just the graphics, which should be an independent thread / task in a game. In older multi-threaded games written for PC's, the graphics rate could be bogged down and yet have no effect on the games physics, which ususally consisted of one thread to sample controller inputs at some fixed rate, and a physics thread(s) that ran at some fixed rate to do the numerical integration to convert accelerations into velocties and positions of the objects involved, which in turn sent the positional update to the graphic thread. The frame rate in the graphic thread could take a hit on a slower system, but the core physics wasn't affected. In some of the newer games, it seems that the entire game can take a hit if graphics gets behind.
I'd be shocked and awed if not all home (non-portable) gaming consoles made after the original Playstation had preemptive multi-tasking operating systems. Even the N64's OS had preemptive multi-tasking, even though it wasn't round-robin...

The multi-threaded scheme you describe can only work if the game state is relatively small. After all, the renderer can't render the game state while that very state is being modified, now can it?
 
Jocko Homo said:
The multi-threaded scheme you describe can only work if the game state is relatively small. After all, the renderer can't render the game state while that very state is being modified, now can it?
I've seen racing games that support up to 42 players online, and the game state is being updated via positional update packets over the internet, and yet the view from each player's screen while slightly different due to lag, looks reasonably close depending on how well the code predicts locations of cars between packet updates, even handling situations where the positional update packets are occasionally lost. If this situation can be dealt with, then messages updates between threads on the same computer should be able to handle a much larger game state.

The complexity of rendering moving objects isn't an issue for the messaging done between the physics and graphics thread, just the information required to update the current position (orientation, velocity, ...) of the moving objects in real time.

What started me thinking about the consoles, is the fact that a few racing games ported from consoles to PC's have had issues with the variance in performance in PC's. The games written for PC's and then ported to consoles didn't seem to have these issues.
 
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