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I've been experimenting with high-precision timing for gaming and have been using both KeQueryPerformanceCounter and RDTSC for this purpose. Both seem to deliver fantastic precision at the nanosecond level.
However, I heard that KeQueryPerformanceCounter may have slightly more overhead compared to RDTSC. Can anyone confirm or deny this from their own experience?
Also, I'm interested in implementing IA32_TSC_DEADLINE in Windows. I checked the CPUID and bit 24 is returning 1, indicating that this feature is available, but I am not sure if Windows supports it. Has anyone been able to utilize IA32_TSC_DEADLINE in a Windows environment, or can provide any insights about this?
Lastly, I have heard about a timer in AMD's RDPRU that's supposed to be faster than RDTSC. Is this correct, and has anyone used this timer for game timing?
Looking forward to your insights. thanks
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