Huh. I have the same “issue”. Maybe not twelve, but I don’t think I’m exaggerating when I say that it takes about five hours for the game to complete a 24 hour cycle. It’s hard to give a precise estimate due to the lack of a visible in-game clock. No matter, I quite like long day/night cycle, and I’ve never felt that my character is sluggish. If you play online, were your character(s) often slower than others before you upgraded?
Many older games had certain aspects (in some cases the entire game) tied to the clock speed of the CPU, which can lead to some interesting results on modern computers. With today’s commonality and improvements of multi-core processing, this has largely been abandoned as far as I understand. However, I’ve seen many people mention that their character is either slower or faster than other people they play with online (I only play solo so I wouldn’t know), and I get the feeling that there might be something to this.
GenZ uses Avalance’s proprietary Apex game engine in tandem with Havok integration. Being a third-party application, it is not inconceivable that Havok (a dedicated physics engine) is somehow tied to a clock speed parameter that the rest of the framework is not. However, if there was a hard lock to processor clock speed, both movement and time should be proportionately slower on lower spec systems. The discrepancy between game time and movement speed could possibly be due to some clever thread or load averaging since P2P online would be a nightmare if everyone’s game ran at a different speed
I’m not a game developer though so I may be way off, this was just the first thought that struck me.