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CookiePLMonster
searching PlanetScale…
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3 ms
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CookiePLMonster
8y ago
Will keep close tabs on this one, maybe I'll grab it depending on how cheap it goes during Steam sales =)
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CookiePLMonster
8y ago
I had a quick look on Steam forums and I wouldn't be surprised if that indeed was the case! Interesting. Does the game have any kind of modding community behind it whatsoever?
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CookiePLMonster
8y ago
Then again, it may not be strictly due to /fp:precise - I tried compiling with VS2010 too, and even though it was /fp:precise the bug did not manifest itself. Perhaps comparing assembly code would have given a definite answer, but
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CookiePLMonster
8y ago
Either way, it may indeed be beneficial to return time as a double - so code which stores it in floats will not care about the change, but the code which uses it in intermediate calculations will and it will potentially benefit from it. Not
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CookiePLMonster
8y ago
I don't - it's not my code I had to fix. And as for returning the result - original code does return a float, so while I could also return a double it probably wouldn't make any difference, as I expect the game to store those
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CookiePLMonster
8y ago
While it is not mentioned in the article, I am aware of /arch:IA32 (don't use SSE instructions) and I have tried it - no luck. On the other hand, using /fp:fast with VS2017 did give me similar results to what VS2003/VS20
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CookiePLMonster
8y ago
Quoting from the article: "Application Verifier doesn’t have such an option (all it can do is forcibly wrap around GetTickCount, which is not what we need here). " That said, I failed to observe this issue with TimeRollOVer enable
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CookiePLMonster
8y ago
Values are already offset (in noted snippet, timer_begin is approx. the time process has started, as in - queried during initialization). While I'll defend the idea of modifying QueryPerformanceFrequency result to achieve desired resol