The Big Problem with the IGT
3 years ago
Argentina

A few months ago i saw a post on the official EA page of a guy talking about how broken the in-game timer in the Crazy Targets Range was (the same that is used on Zomburger Delivery, Chomper’s Pizza Delivery, etc) depending on how many FPS you play the game. After some tests with different frames per second values by comparing 1 minute in real time, the results that he got are actually insane:

2560x1440 (144Hz) Maxed out graphics -> 90-95 FPS = 44 seconds! 1280x720 Maxed out graphics -> 144 FPS = 68 seconds! 1920x1080 Maxed out graphics -> 144 FPS = 68 seconds

Then I've used Riva tuner to limit my FPS (2560x1440 - Maxed out graphics). 1 minute in real time is (standing still at the start, not moving): 30 FPS = 56-57 seconds 45 FPS = 63-64 seconds 60 FPS = 56-57 seconds 75 FPS = 70-71 seconds 90 FPS = 42-43 seconds!!!

As we all can tell, EA has never fixed this bug, and the main reason for this post is that we are currently using this IGT in 4 different categories (all of them from the individual levels). In order to fix this, i think we have 2 options:

  1. Remove the IGT and start running the leaderboards by the RT just like what we are doing with all the other categories.

  2. Keep the IGT on the runs like something secondary that people can put if they want, because runs are only going to be verified by the real time.

The Big Mama problem: At this point we have over 40 submissions with this timer, and that means we have to re-time all those runs and change them to RT because this is something that MUST be fixed.

P.S: If you ask me what happens with the levels that we can shot gnomes to freeze the time, i think the best option is just ignore them and simply use the real time in the whole run, because if we are going to calculate how long the time was freezed for ich target that he shot, at the end, the final time is more like an approximation.

CrazyCaidYT and AntBlueR like this
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