Closed chipgw closed 11 years ago
What specific game are you referring to?
@Tele42 the game is of my own creation, but a basic test program has the same problem so the problem isn't in my game.
basic test:
#include <chrono>
#include <unistd.h>
#include <iostream>
using namespace std;
using namespace std::chrono;
int main(){
high_resolution_clock::time_point time = high_resolution_clock::now();
usleep(100000);
cout << duration_cast<microseconds>(high_resolution_clock::now() - time).count() * 0.001f;
return 0;
}
when run normally it says 100.XXX, when run with steam it says 0.1
I did some digging around and found that the problem is with (Steam Root)/ubuntu12_32/steam-runtime/i386/usr/lib/i386-linux-gnu/libstdc++.so.6.0.16 if the program loads that it has the problem. so then what?
EDIT: it seems to be working now, might it be related to gcc updating to 4.8.0 (system libstdc++ is now 6.0.18) or did you guys do something?
Is this issue still active?
I guess not...
Thanks, closing.
when a game that uses C++11 high_resolution_timer is launched with steam, high_resolution timer returns milliseconds but still says it is returning microseconds. (what it returns normally) consequently the game thinks time is running at 1/1000 the speed and anything time related goes really really slow. problem doesn't occur with a 64bit build of the game, but then the overlay doesn't work either, so it is probably related to that. (when the 64bit overlay is complete I will test it as well)
system info: distro: Arch 64bit (fully up to date) glibc, stdc++, etc. latest available from Arch repositories (not Testing) CPU: i7 870 @ 2.93GHz GPU: Zotac GTX 570 (with proprietary drivers)