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'''Soft real-time systems''' are typically used to solve issues of concurrent access and the need to keep a number of connected systems up-to-date through changing situations. Some examples of soft real-time systems:
* Software that maintains and updates the flight plans for commercial [[airline]]rs. The flight plans must be kept reasonably current, but they can operate with the latency of a few seconds.
* Live audio-video systems are also usually soft real-time. A frame of audio that
* Similarly, video games are often soft real-time, particularly as they try to meet a target [[frame rate]]. As the next image cannot be computed in advance, since it depends on inputs from the player, only a short time is available to perform all the computing needed to generate a frame of video before that frame must be displayed. If the deadline is missed, the game can continue at a lower frame rate; depending on the game, this may only affect its graphics (while the gameplay continues at normal speed), or the gameplay itself may be slowed down (which was common on older [[Third generation of video game consoles|third-]] and [[Fourth generation of video game consoles|fourth-generation consoles]]).
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