
If a game wants to run at a frametime of 16.67ms (60 FPS), you could wait for 17ms two-thirds of the time and 16ms for the remaining one-third, but this has already proved in the past to be terrible for audio accuracy. However, devices running Linux, BSD, and MacOS don’t face this limitation and can achieve μs (microsecond) levels of precision. However, some of these events, like audio, require a high level of timer precision to behave the way games expect, more than Windows would usually allow.īy default, Windows only allows a precision of 1ms since the OS event loop runs at 1000Hz. This requires some backtracking so let’s rewind a little bit.īack in July, we explained how CoreTiming operates in its current form, using a host timer.Ī thread called HostTiming is used to process HLE events such as input and audio. One of the biggest changes this month is the set of improvements in CPU accuracy.

Hi yuz-ers! We’ve been working hard as usual, and this March saw improvements in performance, graphics, audio, CPU precision, input, and much more! Making CPUs go the opposite of BRRRR
