On Wed, Dec 04, 2002 at 11:34:30AM -0800, Terry Lambert wrote:
> Stijn Hoop wrote:
> > On Wed, Dec 04, 2002 at 10:06:16AM -0800, Terry Lambert wrote:
> > > Actually, for the case you are talking about, your emulator should
> > > be using aggregate instead of discrete timeouts, and you would not
> > > be having a problem.  It's not useful to do 100 1ms timeouts to
> > > achieve a  100ms timeout, when you can ask for a single 100ms
> > > timeout.  I would count this as a bug in your emulator.
> > 
> > Yes, I would count it as a bug in any application in fact. But these
> > benchmarks are used to determine which of the various _sleep functions
> > would be appropriate to use in the idle loop of the emulator while
> > not dropping too many frames. Sleeping for a minimum of 10 ms is a
> > lot if you want to achieve a steady 60 frames / second.
> 
> It's a flawed benchmark.

I'd argue it isn't flawed for the measuring it is supposed to do - namely
the overhead for the various _sleep functions. Care to tell me why it is
flawed according to you?

> I would argue that that application was special purpose, as well.

Yes it most certainly is.

> The hardclock rate gets boosted in the kernel under certain usage
> conditions, among them being using the PC speaker driver.  I
> believe there is an interface available that you could abuse to
> raise it the same way.  Far be it for sotware to know about the
> hardware it's running on, though... 8-).

That sounds.... gross... :)

--Stijn

-- 
Help Wanted: Telepath. You know where to apply.

Attachment: msg38498/pgp00000.pgp
Description: PGP signature

Reply via email to