Anyone having issues with Dual Core CPUs and timers?

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23 comments, last by e-u-l-o-g-y 17 years, 7 months ago
Quote:Original post by zedzeek
for a game use a different method of querying the number of ticks under windows
iirc something like either
timeGetTime()
getTickCount();

theres no need for such a high resolution timer (this is only needed if u wanna test a func etc + see how long it takes)


Errrr, wrong. timeGetTime can be quite off. If you want decent animation you need very precise time. Not something 1-2ms off. Well, maybe you do, but not me.
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Quote:Original post by hplus0603
.....RDTSC is discouraged....


Why?
Quote:Original post by Conner McCloud
Quote:Original post by bit64
Actually, the right solution is to set the thread affinity. You cannot rely on your customers to be patched correctly.

Sure you can, its done all the time. Pick any random game, and I'll bet they suggest updating your video card drivers if you experience problems.

Going to have to disagree with you on this one. The nature of this glitch is such that it's often left unpatched as a means of gaining an unfair speed advantage in the game Planetside, to name an example. Sure, that's due to shoddy netcode in no small way, and isn't without it's detremints, and really isn't THAT much of a game breaker, but it's enough to severely piss off a large segment of their customer base - and not the ones who's own dumb fault it is, either.
Quote:Original post by DaBookshah
Quote:Original post by hplus0603
.....RDTSC is discouraged....


Why?


If I remember right because multicore cpus have different timers that may not be in sync (basically the main cause of the problems mentioned in this thread). Also if the cpu throttles speed(I think they are all capable of it now days), then you times no longer match reality. For instance SW:KtoR, would play at a different speed on my laptop if I unplugged the power (which throttle the cpu to 600 from 100 MHz) while playing. I think the only good use of rdtsc is to measure the number of cycles a piece of code uses. Assuming you set the affinity and took the minimum cycles of numerous test to help remove problems from windows changing the threads.

Also x64 installs (A least I think mine did) with /usepmtimer in the boot.ini so it's not supposed to use rdtsc for QPC. That option may have been enabled by a patch too (I didn't see it until my system was fully patched up).
Now that's nice.. I read this thread yesterday and suddenly I realized why Neverwinter Nights didn't work correctly on my computer. It's patched up with all the latest patches and I thought I had the newest amd patched but after (re)installing the latest amd patches it worked great!
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