I've been reading up on real-time systems and how they work etc. I was looking at the wikipedia article as well that said a game of Chess with a timer per move can be considered a real-time system because the program MUST compute a move in that time. What about other games? As we know, games generally try and run at 25+ FPS, could it be considered a soft real-time system since if it falls under 25 (I'm using 25 as a pre-defined threshold btw) it's not the end of the world, just a hit to the performance that we wanted?
Also - games have events they must handle as well. The user uses the keyboard/mouse and the system must answer those events accordingly within (again) a pre-defined time, before the game is considered to have "failed".
Oh, and I'm talking single-player for now to keep things simple.
It sounds like games fit the soft real-time system criteria, but I'd like to know if I'm missing anything... thanks.
From Wikipedia,
Thus, I'd say that these FPS games are definitely examples of soft real-time systems. It's ok if some frames are dropped. That said, Wikipedia also points out that a chess engine which fails to give a move in the timeframe allocated is considered a critical failure, and hence, it's a hard real time system.
Another thought is about AI in FPS-es. One could probably consider the AI as a "failed system" if it doesn't manage to return results in enough time and consequently ends up freezing.