Hi all,
Just a quick question to see if anyone has experienced issues with using a high precision timer method on multi-core system.
The issues I have encountered include garbage data being returned (such as negative values, etc.).
Work arounds that have been suggested (from online sources) include forcing the game/app to use a single core (set affinity to a single core), or using a low precision timer.
By "high precision" I mean something similar to QueryPerformanceCounter().
By "low precision" I mean timeGetTime().
Any and all help is appreciated.
Also, this problem is mainly evident on Vista, using Quad Core.
Regards,
Brendan.