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Home/ Questions/Q 4343582
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Editorial Team
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Editorial Team
Asked: May 21, 20262026-05-21T11:46:27+00:00 2026-05-21T11:46:27+00:00

I have a problem with the timers in my win32 C++ DirectX game (a

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I have a problem with the timers in my win32 C++ DirectX game (a little demo). I am using “timeGetTime” to get the current time and use it to playback the animations or for logic by using the delta time (I also use a constant for normalization when animating). I use a tickrate as low as 2 miliseconds sometimes. I am using only ULONGs when working with time. The game works just fine, but if I start Mozilla Firefox and I start the game after all is playing very fast (the animations and the game logic). It’s like fast forwarding. The strange thing is that it seems that a few timers are not affected by this. Does someone have a clue ? What is the connection between Firefox and my timers ? After exiting Firefox is stays the same, but after some undefined time or a PC restart it goes back to normal. Any suggestions are appreciated, even if it is a long shot. Thank you.

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  1. Editorial Team
    Editorial Team
    2026-05-21T11:46:28+00:00Added an answer on May 21, 2026 at 11:46 am

    Yes the default precision of TimeGetTIme is 5ms or more.

    This can be altered with the calls timeBeginPeriod and timeEndPeriod functions.
    Alterning the precision of TimeGetTime affects all running applications.
    I guess Firefox is calling those functions which affect your application.

    Change to use the QueryPerformanceCounter/QueryPerformanceFrequency methods instead which provide high res timing and will not be subject to the issues of TimeGetTime.

    EDIT:
    A couple of links that show you how to use the functions.

    http://www.programmersheaven.com/mb/windows/311148/311148/using-queryperformancecounter/

    And also note the remarks on the MSDN page:
    http://msdn.microsoft.com/en-us/library/ms644904(v=vs.85).aspx

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