QueryPerformanceCounter *less* accurate?

BlitzMax Forums/BlitzMax Programming/QueryPerformanceCounter *less* accurate?

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

Ok, here's my debuglog, where it shows that the division is the problem. The value returned by QueryPerformanceCounter() is changing but the result of the division remains the same frame after frame.

DebugLog:155440113948855/3000460000=51805.429687500000
DebugLog:155440114599592/3000460000=51805.429687500000
DebugLog:155440115241945/3000460000=51805.429687500000
DebugLog:155440115880840/3000460000=51805.429687500000
DebugLog:155440116515760/3000460000=51805.429687500000
DebugLog:155440117174807/3000460000=51805.429687500000
DebugLog:155440117826407/3000460000=51805.429687500000
DebugLog:155440118557050/3000460000=51805.429687500000
DebugLog:155440119350047/3000460000=51805.429687500000
DebugLog:155440120107652/3000460000=51805.429687500000
DebugLog:155440120871160/3000460000=51805.429687500000
DebugLog:155440121631645/3000460000=51805.429687500000
DebugLog:155440122398310/3000460000=51805.429687500000
DebugLog:155440123184812/3000460000=51805.429687500000
DebugLog:155440123942830/3000460000=51805.429687500000


I'm none too clear why BMax is returning inaccurate results here, nor how to fix it. Doesn't make any sense. I'm using Return Double(Time)/Frequency, just as Redi does.