
""My game engine had a bug," Plummer admitted on his Dave's Attic channel, "in that it would just draw frames as fast as it could.""
""If I was having a good day," recalled Plummer, "it would run at 60 to 90 frames per second. And I figured that's plenty for a game like that.""
""I realized it had no frame limiter", he said. "It just rendered frames as fast as it could.""
Dave Plummer ported the original Pinball to Windows NT, converting assembly into C and writing an engine to handle video and sound. The engine lacked a frame limiter and therefore drew frames as fast as the hardware allowed. On older hardware this produced roughly 60–90 frames per second, but newer, much faster machines pushed frame rates into the thousands and caused the game to consume an entire CPU core. Raymond Chen located the absence of a frame limiter and added a 100 fps cap, which dropped CPU usage to around one percent and restored normal operation.
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