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Old 10-20-19, 08:16 PM   #25
propbeanie
CTD - it's not just a job
 
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OK, another attempt at 'spaining it Lucy... The game was written circa 2005 during the Windows XP days. As such, it uses DirectX v9.0c (which has a "timer"). The game uses multiple "timers" to run the game. The "timers" have to be co-ordinated, or synced with each other. A computer has no knowledge of plus (+) or minus (-) Meridian, degrees of latitude and longitude, or anything like that. It counts zeroes and ones. On and Off. The human "interprets" it. Front Runner, in the aforementioned thread found that running the game higher than 30fps resulted in a game that would go "out of sync" with itself after he played days of the game at 1x, or at real time. If he used mid-levels of TC and the 1x real time, the game did not "drift" out of sync with itself as much. In other words, his "base time" shifted the more he played at 1x real time. Once he restricted the game to 30 fps, there was no longer any "drift" in the clocks, hence a more accurate rendition of the night / day sky, making it possible to predict the moon cycles more accurately. This does not have anything to do with my ignorance of this, that, or the other. If you restrict the game to 30 fps, which is what it was written to, you will then end up with more accurate SH4-world time... Once again, I attempt to explain that the cylinder land and sea has a clock. The sun and moon seem to have a separate clock. 30 fps, tied to the video card, keeps them together.
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