First post, by plx0z
I’ve been using RDTSC for years and still do today. However, most modern games rely on QueryPerformanceCounter (QPC) for timing. I was wondering if there are any games that still use RDTSC directly without going through QPC?
For games that use QPC, I typically replace that function and use RDTSC instead.
Additionally, I experimented with a kernel-level hook on KeQueryPerformanceCounter and direct RDTSC access. However, the KeQueryPerformanceCounter hook isn’t PatchGuard-safe, so it's not ideal
I know of alternative methods to read the timestamp counter directly without using QPC, but that’s not my focus. I’m just looking for examples of games (past or present) that rely directly on RDTSC for timing.
If anyone has insight or has come across games that do this, I’d appreciate the info!"