Thanks for your bug report. This has been brought up several times over the years and I have explained it in previous posts. There are so many variables that can affect /timers, from memory allocation and fragmentation, interactions with other timers and timer-based features, Windows thread scheduling/core switching, Windows message processing, tick count precision, and so on. The multimedia timer is as good as it gets for millisecond triggers (although note that Windows has actually deprecated multimedia timers and replaced them with timer queues, which are less accurate). However, that does not mean that mIRC will trigger on every high resolution timer event - that is impossible. There is so much going on that these will necessarily be delayed so that mIRC can manage other features. If you are creating games that depend on short millisecond triggers, you will need to rethink your game design to work within the context of these limitations and, of course, of an IRC client, which is mIRC's primary purpose.