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Microsoft Veterans Recount 3D Pinball Bug That Hit 5,000 FPS

Plummer says his NT port missed a frame limiter, prompting colleague Raymond Chen to cap the game at 100 FPS.

Overview

  • Dave Plummer explains he wrote a wrapper engine during the Windows NT port that rendered frames as fast as possible.
  • On a 200 MHz MIPS R4000 development machine, the game ran at roughly 60–90 FPS, so the flaw was not obvious.
  • As faster, multi-core PCs arrived, Pinball could use an entire core and render at extreme rates reportedly around 5,000 FPS.
  • Raymond Chen identified the missing limiter and set a 100 FPS cap using debug tooling, cutting CPU usage to about one percent.
  • Plummer and Chen shared the retrospective on Plummer’s YouTube channels this week, with outlets framing it as a lesson in legacy code and Windows engineering culture.