[Bug 1952] half-life, unreal tournament: video runs too 1.5x too fast

Wine Bugs wine-bugs at winehq.org
Sun Jan 25 11:51:29 CST 2004


http://bugs.winehq.org/show_bug.cgi?id=1952





------- Additional Comments From lesha at netman.ru  2004-25-01 11:51 -------
After a bit more investigation: This is correct -- Half-Life & UT both use
QueryPerformanceCounter & QueryPerformanceFrequency for their timing. When rdtsc
isn't available, Wine emulates these. However, when it is available, Wine uses
the MHz rating from /proc/cpuinfo. 

I looked at the 2.4.21 + ACPI kernel, and it seems fixing it isn't that hard,
but involves exporting the cpu_khz variable (see asm/timex.h). I do believe this
is done in 2.6 (though I'd need to wait till I can upgrade). It might also be in
later 2.4 releases (again, need to wait to check it out). 

What I'm trying to get at, however, is that Wine *ought* to be using cpu_khz
when it's available. The rationale? Some CPUs scale their frequency very often,
and this would lead to game speeds jumping around if the frequency was just set
at start-up. 

Writing a patch isn't hard except for this question: how do I detect if cpu_khz
is available? If there's interest, I will post it in a few days. 

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