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Unclock/StopWatch broken?

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    I'm pretty sure this is a bug in UT2K4.

    http://support.microsoft.com/defaul...kb;en-us;327809

    In particular the part...

    Some programs work with the result of QueryPerformanceFrequency as a signed integer value, which has only 31 bits of precision and a sign flag. These programs behave incorrectly on these faster CPUs.
    That sounds like the behavior i'm getting from Clock/UnClock().

    The only thing that can be done is do my timing on a slower machine until this is fixed in a future patch ( please ).

    Leave a comment:


  • started a topic Unclock/StopWatch broken?

    Unclock/StopWatch broken?

    Yea i'm cross posting from the BeyondUnreal forums, but i'm getting desperate. The original thread is here...

    http://forums.beyondunreal.com/showthread.php?t=137449

    I'm trying to time some code and getting some weird results. I'm using some code like the following....
    Code:
    exec function DoMyTest()
    {
    	local float elapsed;
    
    	Clock( elapsed );
    
    	// do some junk...
    
    	UnClock( elapsed );
    
    	ClientMessage( elapsed$ "ms" );
    }
    The problem is that i get what seems to be garbage elapsed times. For instance i'll get 324.34ms, 322.47ms, then get -500.23ms. This happens with StopWatch() too.

    Timing something that with my watch it took 63 seconds... what does UnClock give me? -223.67ms!!!

    People have suggested averaging results and dropping negative time, but after seeing this i've lost all faith in Clock/Unclock being right at all for any timing.

    Any other suggestions on how to get it working?
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