There always is a limit. The 1-1.5 msec communication delay I quoted applied just as much to Linux as to Windows, and if you would give the engine less than 1 msec/move, it could not keep up and should lose on time.lucasart wrote: There is NO limit.
I have played tens of thousands of games in 2.5"+0.025", using 7 concurrent games (on a 8 core machine). Not a single time loss.
Here is the secret: I don't use Windows
What is worse, most engines measure the time they use on a system clock that ticks only 50 or 60 times per second. So they start thinking, and upto the first tick, they will always think: "wow, I am doing great, only used 0 msec so far, plenty of time to go on". And then the clock ticks, and they think: "Oops, 16 msec used. And I only had 5 msec left on my clock! Must move immediately!". And what is worse, the GUI will think: this engine had only 5 msec left, and I receive its move only after 11 msec, so let's give it a nice forfeit!
Linux clock calls might promise msec precision, but they still increase in steps of 16. Precision is not the same as accuracy...
