I’ve just made a countdown patch for someone, and it all works fine except I was using stop watch, and it turns out that 1 second in stopwatch, is not 1 second!
Attached is an example of stop watch vs current time, they’re quite different!
works good here… make sure that the processor clock is not changing while the patch is open.
the stopwatch is unsing the high resolution cpu counter while the current time is using the mainboard clock, they can have a drift, as they are two different clock sources. but this should only be a few milliseconds per hour…
I also had issues with the timing, but only in recent versions of vvvv. For example, LFOs “Change” pin sometimes banging twice, and if I plotted the current value as graph, there were points were it jumped from “near one” to 0.9 and continued counting up (and definitely was no steady line).
@tonfilm, you still haven’t told me, how do you have your cpu have no hickups?
If I think of something like the player(texture) help patch, where you have an LFO driving the frame rate, this has serious implications for playback speed, in my case above 10% is a vast margin of error!
The other thing here, is that the LFO and stopwatch, are running QUICKER than the current time, does that not mean that the CPU is speeding up?
If main loop throttles (as for NRT writer) and so slows down the LFO, how does the LFO get faster? My patch is a steady 60fps as set in mainloop, I have increased timing precision on, I’m not doing any other heavy lifting.
I cant understand how you can tell me its super precise, when I can demonstrate such an error, if there is a way to stop this via a system setting, then please tell me, I have a number of projects that rely on synchronization, so I’d really like to know how to improve there chances of running correctly!