[BUG] Game Day not in sync with Game Time

Post » Sun May 27, 2012 2:25 pm

You could use the calendar, assuming you more closely tied the day of the week to the current date.

But on the surface, the Creation engine doesn't work that way. Instead it waits for an event to fire to tell it to change the day from one to the next (and I assume there are a number of additional functions associated with this, like a stock reset for vendors), and something it causing that event to fire at the wrong time of day. Or at least that's my assumption.
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joseluis perez
 
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Post » Sun May 27, 2012 11:56 am

Same problem here, I have Vista x64 SP2 and I never touched the default vsync .ini settings.

Some days ago the change-day was at 11:06 PM and now it's 04:20 AM. I have about 40 hours of gameplay, what can I do? I don't think that Bethesda can fix it.

bcdedit command doesn't works. I have tested the ratio between QueryPerformanceCounter and GetTickCount (with WinTimerTester 1.1) and it's correct (1.0000, perfect) so useplatformclock (in my case) is useless and unnecessary.

I would try "set gamehour to 0" command, but I don't understand when i have to use it. When the day have to change (suppose 12:00 AM) or When the day change actually (04:20 AM)?.
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Rachael
 
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Post » Sun May 27, 2012 8:38 am

The easiest way of fixing it is to show gamedayspassed (e.g. 12.34), take the part after the decimal point (i.e. 0.34), multiply it by 24 (8.16 in this case) and use that as the new value for gamehour.

However, I find that the clocks start to drift apart again within just minutes, so it's rather futile, unfortunately. For the record, my vsync is on.
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Czar Kahchi
 
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Post » Sun May 27, 2012 4:09 pm

I think we have to wait for a fix from Bethesda or modders.
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maria Dwyer
 
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Post » Sun May 27, 2012 12:28 pm

I've seen my day changed at 7 PM It prevented me to meet Gauis Maro in Dragonsreach -He basically teleported into the INN-
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Ells
 
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Post » Sun May 27, 2012 6:34 pm

I gave up on trying to fix this. Tried all possible solutions and whenever I set GameHour to 0, the next day it`s completely broken again.
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SexyPimpAss
 
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Post » Sun May 27, 2012 6:55 am

This is definitely a cross-platform problem, im on ps3 and my day flips over at 6pm... kinda making it hard to complete certain brotherhood missions (ie Breaching Security)
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Anna Krzyzanowska
 
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Post » Sun May 27, 2012 1:03 pm

The easiest way of fixing it is to show gamedayspassed (e.g. 12.34), take the part after the decimal point (i.e. 0.34), multiply it by 24 (8.16 in this case) and use that as the new value for gamehour.

However, I find that the clocks start to drift apart again within just minutes, so it's rather futile, unfortunately. For the record, my vsync is on.

The command gamedayspassed show me 51.8568
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Melissa De Thomasis
 
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Post » Sun May 27, 2012 4:21 am

Same problem here, I have Vista x64 SP2 and I never touched the default vsync .ini settings.

Some days ago the change-day was at 11:06 PM and now it's 04:20 AM. I have about 40 hours of gameplay, what can I do? I don't think that Bethesda can fix it.

bcdedit command doesn't works. I have tested the ratio between QueryPerformanceCounter and GetTickCount (with WinTimerTester 1.1) and it's correct (1.0000, perfect) so useplatformclock (in my case) is useless and unnecessary.

I would try "set gamehour to 0" command, but I don't understand when i have to use it. When the day have to change (suppose 12:00 AM) or When the day change actually (04:20 AM)?.

I don't think it matters about just V-Sync being disabled or enabled. What I believe matters is that the frame rate stays below 60fps. Your frames per second may be influenced by the fact that you have a great system, and a great monitor to boot. Most monitors run at 60 - 75Hz. Higher end monitors do up to 120Hz or even higher. If v-sync is enabled and your gfx cards are able to pump out good fps, that means your system is running the game faster than intended. This gets to be visible when your physics in game go wonky. If you have odd stuff happening like stuff on tables bouncing around, or creatures/characters you kill bouncing around like crazy, could be an indicator that your system is running TOO good. If fps get limited to 60, then it SHOULD keep your game's clock and physics running properly. At least that's what I'm guessing.

I've put in over 100+ hours on one character and am working on my 2nd character now and have not had this issue. But my fps RARELY ever hit 60. Most of the time I'm around 35-45. Maybe running Fraps at the same time using the graphic overlay fps counter might help you track down the issue? I know that there's also a console command in Elder Scrolls that allows you to see your FPS, but I don't know what it is at the top of my head.

In response to your question on when to run it. I believe you have to run the command at 00:00 in game time.
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Laura Samson
 
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Post » Sun May 27, 2012 6:50 am

The command gamedayspassed show me 51.8568
In which case you'd set gamehour to 20.5632 (0.8568 x 24) which should reflect the correct time according to gamedayspassed; though my experience is that they'll quickly start to drift apart again. Someone speculated that this worsens as the game progresses which suggests that there may be a rounding error involved somewhere.
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Jerry Cox
 
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Post » Sun May 27, 2012 5:29 am

Representing time as a float is a pretty weird way of doing things - but that should cause a tiny amount of drift, not "many hours".

Is it not more likely that the system simply caches the date string, but that the invalidation logic is flawed? (e.g. the TTL on the cache record is set for 24 hours, but that is advisory rather than enforced, allowing the system to drift?)
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Jamie Moysey
 
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Post » Sun May 27, 2012 1:50 pm

Representing time as a float is a pretty weird way of doing things - but that should cause a tiny amount of drift, not "many hours".

Is it not more likely that the system simply caches the date string, but that the invalidation logic is flawed? (e.g. the TTL on the cache record is set for 24 hours, but that is advisory rather than enforced, allowing the system to drift?)
I must admit I'm struggling to figure out why they diverge quite so severely; my own suspicion is that the two clocks must be running off two separate and entirely unrelated timing systems as I can't figure out how else the difference could be so significant.
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Laura Simmonds
 
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Post » Sun May 27, 2012 10:00 am

The game time changes properly on my end.
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Cathrine Jack
 
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Post » Sun May 27, 2012 5:46 pm

I don't think it matters about just V-Sync being disabled or enabled. What I believe matters is that the frame rate stays below 60fps. Your frames per second may be influenced by the fact that you have a great system, and a great monitor to boot. Most monitors run at 60 - 75Hz. Higher end monitors do up to 120Hz or even higher. If v-sync is enabled and your gfx cards are able to pump out good fps, that means your system is running the game faster than intended. This gets to be visible when your physics in game go wonky. If you have odd stuff happening like stuff on tables bouncing around, or creatures/characters you kill bouncing around like crazy, could be an indicator that your system is running TOO good. If fps get limited to 60, then it SHOULD keep your game's clock and physics running properly. At least that's what I'm guessing.

I've put in over 100+ hours on one character and am working on my 2nd character now and have not had this issue. But my fps RARELY ever hit 60. Most of the time I'm around 35-45. Maybe running Fraps at the same time using the graphic overlay fps counter might help you track down the issue? I know that there's also a console command in Elder Scrolls that allows you to see your FPS, but I don't know what it is at the top of my head.

In response to your question on when to run it. I believe you have to run the command at 00:00 in game time.
No, a common pc with a "old" 270 GTX, 60 Hz monitor and a dual core (intel e8400): 30-45 fps external and 50-60 internal (occasionally, in the cities, drops on 15-30 fps).
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Claudz
 
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Post » Sun May 27, 2012 4:07 am

No, a common pc with a "old" 270 GTX, 60 Hz monitor and a dual core (intel e8400): 30-45 fps external and 50-60 internal (occasionally, in the cities, drops on 15-30 fps).

Overclocked system?
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NEGRO
 
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Post » Sun May 27, 2012 9:57 am

Overclocked system?
No, default (GPU, CPU & RAM).
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naana
 
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Post » Sun May 27, 2012 12:40 pm

My weekdays and calendar days also diverge. I have an overclocked intel on a x86 system.
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Eric Hayes
 
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Post » Sun May 27, 2012 4:34 am

I'm not overclocked and I have vsync on and my day change is completely bonkers.
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Astargoth Rockin' Design
 
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Post » Sun May 27, 2012 4:29 am

I'm not overclocked and I have vsync on and my day change is completely bonkers.
Same here. I also have a 60 Hz monitor, so it's not like my framerates are running away.
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Eileen Müller
 
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Post » Sun May 27, 2012 8:06 pm

Just loaded up a character that had already had the time bug,

It appears Patch 1.2 fixes the bug, has my Day changed at 12:00am has it should.

Can Some Else Confirm
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Mari martnez Martinez
 
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Post » Sun May 27, 2012 1:53 pm

Just loaded up a character that had already had the time bug,

It appears Patch 1.2 fixes the bug, has my Day changed at 12:00am has it should.

Can Some Else Confirm
Mine are still out of synch with the new patch.
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Deon Knight
 
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Post » Sun May 27, 2012 5:07 pm

Really need to keep this issue above the pointless rabble of other posts.

Probably the most serious issue, frankly.
34 hours in, day changes at 5 am now, used to be 4am and 3 before that, i am nearing the Scripting nightmare that would occur at 6am, 7am and 8am respectively due to NPCs waking up, opening up shop and various other tasks.


Ive tried using the FPS limiter, though i think it just made it worse, my day changed at 7 am after only an hour playing the game.

I am not amused. :sadvaultboy:
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-__^
 
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Post » Sun May 27, 2012 6:44 am

Just loaded up a character that had already had the time bug,

It appears Patch 1.2 fixes the bug, has my Day changed at 12:00am has it should.

Can Some Else Confirm
I'll try and see if 1.3 fixed it on my end, hopefully so, but I'm not holding my breath.
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Alisia Lisha
 
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Post » Sun May 27, 2012 10:40 am

I swear if this was all they fixed in the next two months, id be happy.

The only possible reasons for this (to be honest considering the engine, it could be anything), is that the zone changes or things that need time calculations like fast travel, carriage ride and wait, is doing it wrongly, almost as if there was a margin of error in place (a guess).

I can deal with a broken quest quite easily, but when you cant even correlate the cause of the effect, it gets annoying.
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Steve Smith
 
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Post » Sun May 27, 2012 7:41 am

I'll try and see if 1.3 fixed it on my end, hopefully so, but I'm not holding my breath.
I have not seen any desynchronization with 1.3 so far.
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Daddy Cool!
 
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