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>> WTF? Why would they - oh, wait... CSS malfunctions if you play it on a
>> dual-core CPU. (Something to do with directly accessing the CPU's
>> realtime timer - which, obviously, is different on each core!)
>
> Well, way back in the dark ages, they didn't really expect the CPU clock
> speed to change, so their timings were based on how fast the processor
> executes instructions. Of course, when faster systems started coming
> out, they had to change their timing strategy.
Heh. Delay loops FTW! :-/
> CSS failing on a dual-core is probably due more to race conditions, or
> other synchronization issues.
Well, it doesn't actually "fail", it just runs irregularly. As in, you
get an even higher framerate than normal, but it looks visually jerky.
(Or it did. They've fixed it now.) You used to have to manually set the
processor affinity to fix it.
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