Take the 2-minute tour ×  I have set-up an empty test project
consisting of a System.Diagnostics.Stopwatch and this in the
draw method:  spriteBatch.DrawString(font,
gameTime.TotalGameTime.TotalSeconds.ToString(), new Vector2(100,
100), Color.White);  spriteBatch.DrawString(font,
stopwatch.Elapsed.TotalSeconds.ToString(), new  Vector2(100,
200), Color.White);  The GameTime.TotalGameTime displayed is
slower than the stop watch (by about 5 seconds per minute) even
though GameTime.IsRunningSlowly is always false, why is this?
The reason this is an issue is because I have a server which
uses stopwatch and it is faster than my client game. For
instance my client notifies the server it has dropped a mine
which explodes in one minute. Because the stopwatch is faster
the server state explodes the mine before the client and they
are out of sync. I don't want to have to notify the client when
the server explodes it as this would use unnecessary bandwidth.
share|improve this question And you're sure the stopwatch isn'