Earlier quoted context omitted.
""soft" real-time (e.g. games, or audio/video) " Hah. Who sez that audio and video products have 'soft' real time? Go on now.
What percentage of the market is A/V build to actual hard real-time standards, and not expected to run on devices that can't provide it (so no PCs with normal OSes, no smartphones)? For the vast majority, soft real-time is fine, since an occasional deadline-miss results in minor inconvenience, not property damage, injury or death. I assume some dedicated devices are more or less hard real time, due to running way sim…
A "minor inconvenience" like a recording session going wrong, a live show with stuttering audio, skipped frames in a live TV show, and so on?