Was making a custom dialog-based timer and discovered something wonky in the game... waiting 1 "Real Time" second is actually more time than a second. I used a stopwatch and compared 5 minutes real time to 5 minutes "Blizzard Real Time" and it doesn't add up. If you want to really wait 1 second, you need to wait .97 "Real Time" seconds via trigger. Not a ton of really useful applications, but if you are making timers and want them to be right, interesting nonetheless. Weird how Blizzard didn't get this right.
Wonder if this is consistent across different makes of computers?
Of course it is otherwise everyone would be out of sync all the time when playing multiplayer!
I used a stopwatch and compared 5 minutes real time to 5 minutes "Blizzard Real Time" and it doesn't add up.
In what way did they not add up? What was the test code and the result?
If you want to really wait 1 second, you need to wait .97 "Real Time" seconds via trigger.
Sounds a lot like rounding error. It is possible that game speeds are not nice whole numbers of internal fames per second (how the game tracks time) and so "Real Time" conversion is rounded down to the nearest internal frame count. In any case a 3% error in time is minimal and well within the variances of human cognition, especially if sound is not affected.
Maybe blizzard servers are in an entire different area with a separate gravitational pull leading to a different relative pace of time. In other words, Blizzard is Protoss, and hosts their servers on Auir.