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Some games depend on the TSC counting at exactly 733333333 counts per second, otherwise their physics break, they run too fast, or other issues may arise.
The goal here is to research options to handle the RDTSC instruction, including features provided by the hypervisors and hardware, and implement them.
The text was updated successfully, but these errors were encountered:
Some games depend on the TSC counting at exactly 733333333 counts per second, otherwise their physics break, they run too fast, or other issues may arise.
The goal here is to research options to handle the RDTSC instruction, including features provided by the hypervisors and hardware, and implement them.
The text was updated successfully, but these errors were encountered: