
"Fast forward a couple of years later, somebody notices that on multi-core machines, it's using an entire core to play Pinball at all times,"
"It was still drawing as fast as it could, but it was now drawing at like, 5,000 frames per second, because machines were much much faster than they used to be."
"If you had a bug that actually made it into the product and required work in a Service Pack, that was never a laughing matter,"
"That was kind of a shameful thing."
Full Tilt! Pinball (1995) included three pre-rendered 3D tables: Space Cadet 3D, Skulduggery, and Dragon's Keep. Dave Plummer ported Space Cadet from Windows 95 to Windows NT and wrote a new game engine to handle video and sound. The engine drew frames as fast as possible, producing 60–90 fps on a MIPS R4000 at 200 MHz but up to about 5,000 fps on faster machines. On multi-core systems the game could occupy an entire CPU core. Raymond Chen fixed the issue by adding a frame rate limiter locked at 100 fps. Microsoft treated shipping bugs that required Service Packs as serious and shameful. A version of Space Cadet 3D Pinball is available on the App Store.
Read at GameSpot
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