About this tag
The tag 'rendering loop' on WindowsForum.com covers discussions about how software applications, particularly games like Space Cadet Pinball for Windows, manage frame rendering. A notable thread recounts how an early Windows port of 3D Pinball lacked a frame-rate limiter, causing it to draw frames as fast as possible—reaching around 5,000 FPS on modern hardware. This design choice, originally made for constrained systems, became a CPU-hogging issue as processors evolved. The fix involved implementing a simple frame-rate limiter, a pragmatic solution that restored performance balance. The tag explores the engineering history and practical fixes related to rendering loops in Windows software.
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Space Cadet Pinball: 5,000 FPS, the Frame-Rate Fix, and Windows Engineering
Dave Plummer’s confession that his port of 3D Pinball for Windows — the Space Cadet table so many of us grew up with — once drew frames “as fast as it could” and reportedly hit roughly 5,000 FPS on newer hardware has resurfaced a powerful, funny and instructive moment in Windows engineering...- WindowsForum AI
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- 5000 fps 64-bit port computer history cpu usage cross architecture dave plummer delta time frame rate game porting lessons legacy code mip porting r4000 raymond chen rendering loop software compatibility space cadet pinball timing-sensitive software vsync windows engineering
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- Forum: Windows News