Forum posts

Forum: Resident Evil

Thread: Attention Moderators: Concerning PS2 consoles and PSDriver Version 1.11

Started by: CarcinogenSDACarcinogenSDA

@LivLiv I don’t actually know. That’s just a theory, but it’s no coincidence that I had two consoles, two models, two completely different firmwares, and both of them loaded abnormally fast with the modchip enabled compared to not. I only know how this has affected RE2, not any other games. These days Japanese PS2s are easy to get, so there should be no reason to use a chipped console, but there’s also the issue of ODEs like PSIO to contend with as well.

@OrchlonOrchlon then go run PC ya fuckin zoomer and leave this debate to the grownups!

NuZNuZ likes this. 

Forum: Resident Evil

Thread: Attention Moderators: Concerning PS2 consoles and PSDriver Version 1.11

Started by: CarcinogenSDACarcinogenSDA

@RaichuRaichu Of course I have no idea how different modchips work on different consoles/games but it’s easily identified whether someone uses one or not by the bios screen having an incongruous region/model code.

Here is what I propose, Clix. I actually went out and bought all of these PS2s to do the research. I’m not done doing that research yet.

You nor anyone else on the mod team have a console PB or have actually sunk time/money/research into doing the testing. Not a jab.

I put money into the control group that you would need in order to properly verify console runs. I discovered the modchip issue on the RE2 board because I was looking for the culprit under the hypothesis of different official firmware.

The fact I accidentally found out the culprit was a modchip (thereby realizing the chip forces the console to skip certain instructions) means I’m not done finding out that data, and you nor anyone else are interested in doing so.

I have no interest in verifying PC or Emu runs. Clearly. But I do have an interest in collecting data for different PS1 games on different hardware/PSdriver versions.

The volume of PlayStation console runs is low but there is a very clear “splitting hairs” issue that you don’t want to deal with.

I have the means and interest to take over this responsibility, and a toolset nobody else on the moderation team has.

Give me moderator and I will handle runs for original hardware. Not your problem anymore, tell people to take it up with me, and you don’t even have to talk to me.

I would be interested in gathering data specifically to find what console people run on, especially in grandfathered runs before your December 2018 ruling.

Obviously ban modchips, absolutely, but a blanket ruling based on obsolete information you also didn’t know the full story of isn’t the solution either. As soon as I learned about the modchip issue, that 1.11 leaderboard was changed to say “modchip” which completely invalidates the 1.11 theory.

I made mistakes, you made mistakes, there’s things you care about less, there’s things I care about less. I know things you don’t and can find things you and other moderators can’t and very much don’t want to. And the best part of all is, I’m interested.

deserteagle417deserteagle417, WitchRainWitchRain and 2 others like this. 

Forum: Resident Evil 2

Thread: About the Ps Driver 1.11 category..

Started by: StevenMayteStevenMayte

I was only just made aware of this thread recently and I would like to contribute:

I ran the game again on an SCPH-90001 with a modchip enabled and got a similar time as the modded SCPH-70012 1.11 playstation. All of the runs on the modchip leaderboard which were previously believed to be separate because of driver 1.11 were all region modded consoles (including the original Trevor Seguin run which sparked the separation to begin with)

so 1.11 loading faster is incorrect, it was the modchip, and the leaderboard was changed to "modchip" to reflect that. This decision was made on a Discord server, and I don't believe this change was publicly posted about anywhere.

it doesn't mean that 1.11 has a different loading effect on RE2 but 1.11 wasn't what made my PS2 load the game faster, the modchip skipped checks it does while reading the disk somewhere.

 

Forum: Resident Evil: Survivor

Thread: FAO Moderators: Concerning PSDriver 1.11

Started by: CarcinogenSDACarcinogenSDA

Yes, the fact that the leaderboard on RE2 has been changed from "1.11" to "modchip" as a result of my findings on-stream, and moderators at the time having changed the name of the leaderboard to "modchip" to reflect that.

https:/​/​www.​speedrun.​com/​re2#PS
https:/​/​gyazo.​com/​473873738ebd3f204558e53e5f10bdc2

That is my evidence.

 

Forum: Resident Evil

Thread: Attention Moderators: Concerning PS2 consoles and PSDriver Version 1.11

Started by: CarcinogenSDACarcinogenSDA

An addendum:

For clarification, I don't disagree with having players show their BIOS screen for the sake of data collection (there is still a lot that is not known information about the way PS consoles load games), but I do disagree with it being a present reason for rejecting runs based on PSdriver 1.11, since it is unknown how an unmodified console with PS Driver 1.11 would behave in RE1. It is untested, and RE1 and RE2 are executed differently with no parallels between either game on any hardware version/driver version to call for a blanket ruling.

Most people running PS1 games would probably just run an SCPH-90000 (or SCPH-90001) with 2.00 anyway since it's the newest hardware with the latest driver and seems like the safest policy for equivocally balancing ruling across all games.

 

Forum: Resident Evil: Survivor

Thread: FAO Moderators: Concerning PSDriver 1.11

Started by: CarcinogenSDACarcinogenSDA

Concerning the particular rule, I believe that it was made with incorrect/outdated information. I want to explain the particular chain of events and why this information came up, and future developments showed that the 1.11 driver being the cause of abnormal loads is incorrect, as a second game's leaderboard has also propagated this information.

It is also inconclusive whether or not 1.11 causes any kind of load differentials, as any load changes that can happen as a result of PSdriver is on a game-by-game basis and does not cause games to load faster as a "blanket rule" so to speak.

About two years ago, I ran Resident Evil 2 on PS2. There was a Claire A run by a runner named Trevor Seguin which was grandfathered into that leaderboard, having been a relic prior to Twitch.tv. Nobody could get within several minutes of that run because his loads were so fast.

I bought multiple PS2s to test loads on after seeing a video for another game, Xenogears, which showed that a specific version of PSDriver rendered text faster. My goal was to determine why that was.

I had bought a modchipped PS2 SCPH-70012 with PSDriver 1.11 which I ran RE2 on and got loads similar to Trevor's run. I was able to get within 1 minute of his record on a run full of mistakes, compared the loads in his video to mine, and also found a similar result from other players who also had 1.11 on PS2s.

At that time, I had assumed and made the conclusion that it was 1.11 which loaded things faster, knowing nothing about the functions of modchips nor having another modchipped console to create another testgroup in my personal setup. A separate leaderboard was made for "PSDriver any" and "PSDriver 1.11".

Fast-forward to around a year and a half ago, I did the run again on an SCPH-90001 US model which I had gotten modchipped for the sake of convenience (I had the work done on this console after I had used my own run on my modded SCPH-70012 and everyone else's consoles as a testgroup). I hadn't disabled the modchip prior to this, and got exactly the same load times on this PS2 (which was running Driver 2.00 btw).

I believe other people (I don't remember who specifically, I think Darazanjoll was one of them) also concluded that modchips, depending on whether the modchip was enabled or disabled (Matrix Infinity modchips, for instance, deactivate when you hold the Start button on bootup), would have changed the version of PSDriver.

Every run on the 1.11 Driver leaderboard for RE2 was modchipped (mine, Trevor Seguin's, and AndehX's consoles to name a few), and had said modchip enabled to play one region's games on a foreign console, all with abnormal load times.

In other words, the enabled modchip had been interrupting specific checks in the disk loads, causing them to load faster.

Unfortunately, there is no way to tell from the outset whether a console is modded or not without comparing load times (checking the Top 3 times seems to be the only reasonable way to verify this, yes) but 1.11 is NOT what caused those abnormally fast loads in other games.

It is also inconclusive if 1.11 or modchips actually change any load times in RE1 or RE Survivor (which has recently implemented this rule). I had only confirmed this on RE2. Please use this information to alter the rules and do your own research accordingly, because the present state of requiring people to show their PS Bios screen for verification doesn't present a proper solution to the real problem (if it actually does exist for RE1 at all).

If this rule was implemented with other information that I am not aware of, I do apologize in advance but would be interested in knowing said information.

Bling74Bling74, SpikestuffSpikestuff and BrandoOatesBrandoOates like this. 

Forum: Resident Evil

Thread: Attention Moderators: Concerning PS2 consoles and PSDriver Version 1.11

Started by: CarcinogenSDACarcinogenSDA

Concerning the particular rule, I believe that it was made with incorrect/outdated information. I want to explain the particular chain of events and why this information came up, and future developments showed that the 1.11 driver being the cause of abnormal loads is incorrect, as a second game's leaderboard has also propagated this information.

About two years ago, I ran Resident Evil 2 on PS2. There was a Claire A run by a runner named Trevor Seguin which was grandfathered into that leaderboard, having been a relic prior to Twitch.tv. Nobody could get within several minutes of that run because his loads were so fast.

I bought multiple PS2s to test loads on after seeing a video for another game, Xenogears, which showed that a specific version of PSDriver rendered text faster. My goal was to determine why that was.

I had bought a modchipped PS2 SCPH-70012 with PSDriver 1.11 which I ran RE2 on and got loads similar to Trevor's run. I was able to get within 1 minute of his record on a run full of mistakes, compared the loads in his video to mine, and also found a similar result from other players who also had 1.11 on PS2s.

At that time, I had assumed and made the conclusion that it was 1.11 which loaded things faster, knowing nothing about the functions of modchips nor having another modchipped console to create another testgroup in my personal setup. A separate leaderboard was made for "PSDriver any" and "PSDriver 1.11".

Fast-forward to around a year and a half ago, I did the run again on an SCPH-90001 US model which I had gotten modchipped for the sake of convenience (I had the work done on this console after I had used my own run on my modded SCPH-70012 and everyone else's consoles as a testgroup). I hadn't disabled the modchip prior to this, and got exactly the same load times on this PS2 (which was running Driver 2.00 btw).

I believe other people (I don't remember who specifically, I think Darazanjoll was one of them) also concluded that modchips, depending on whether the modchip was enabled or disabled (Matrix Infinity modchips, for instance, deactivate when you hold the Start button on bootup), would have changed the version of PSDriver.

Every run on the 1.11 Driver leaderboard for RE2 was modchipped (mine, Trevor Seguin's, and AndehX's consoles to name a few), and had said modchip enabled to play one region's games on a foreign console, all with abnormal load times.

In other words, the enabled modchip had been interrupting specific checks in the disk loads, causing them to load faster.

Unfortunately, there is no way to tell from the outset whether a console is modded or not without comparing load times (checking the Top 3 times seems to be the only reasonable way to verify this, yes) but 1.11 is NOT what caused those abnormally fast loads in other games.

It is also inconclusive if 1.11 or modchips actually change any load times in RE1 or RE Survivor (which has recently implemented this rule). I had only confirmed this on RE2. Please use this information to alter the rules and do your own research accordingly, because the present state of requiring people to show their PS Bios screen for verification doesn't present a proper solution to the real problem (if it actually does exist for RE1 at all).

If this rule was implemented with other information that I am not aware of, I do apologize in advance but would be interested in knowing said information.

UrieUrie likes this. 

Forum: Resident Evil 2 (2019)

Thread: We NEED a 60 fps AND a variable category

Started by: WaifuWaifu

If I may make a recommendation, should a split be decided on, it should look like:
-PC Variable FPS
-PC 60FPS
-Console

I was told that Xterminator did a test of the knife at variable FPS and found that the damage/hits scale basically infinitely the higher your FPS, so it's going to be ultra broken as the game is run on newer and newer hardware. The knife is not bound by a tickrate. Personally I'd vote toward separating them. It's a quirk of RE Engine for sure, as this is basically the Axe clip from RE7, only you can use it pretty much anywhere and it scales infinitely.

RebeccaRERebeccaRE, DarazanjollDarazanjoll and 6 others like this. 

Forum: Resident Evil (Remake)

Thread: Is there any reason to keep Doorskip and regular PC runs separated anymore?

Started by: CarcinogenSDACarcinogenSDA

Alright, I'll just lock the thread so to force it to the bottom. All valid points. But when can we actually see some people running Doorskip? 🙁

I see all the active runners running not-doorskip and it just kinda continues the status quo instead of seeing some optimization under faster settings. I know I shouldn't base a moderation suggestion based on a complaint, but whatevs. I'll go play in the corner. :<

NyxAvatar0013NyxAvatar0013 likes this. 

Forum: Resident Evil (Remake)

Thread: Is there any reason to keep Doorskip and regular PC runs separated anymore?

Started by: CarcinogenSDACarcinogenSDA

@The_A_Drain Yes, I have played plenty of PAL games because I have a full RGB capture setup and I know each output of each game on each console by looking at it. Nintendo consoles do some fucky shit when you play NTSC and PAL on their opposite regions (PAL NES/SNES games overclock on NTSC consoles), but PlayStation and PS2 games output the resolution/refresh based on the game. Your CT3 is Interlaced video, no matter what the region. It would run the exact same video output on my NTSC console because it forces video output depending on preset modes that every PS2 console is capable of. What you can play depends on your display and your capture card. Many PAL SCART TVs actually have a 60hz mode that accepts NTSC resolution/refresh spec. I went to Sweden and saw an MMX runner playing it on his consumer TV no problem.

PAL50 cannot compete with PAL60 or NTSC, but I guarantee you PAL60 and NTSC run with the same speed and time conversion for REmake. Also, your Avermedia card only accepts 480p60 (or probably 525p60) minimum because it wasn’t designed for old consoles. Old PAL 50hz games run at 262p50 or 525i25 which means they don’t work with your capture card. Yours is designed for HDMI. Buy a dedicated SD capture card. I have competed NTSC vs PAL60 on GCN/Wii and there is no difference. Not that it matters, because current gen consoles threw that complicated bullshit out the window by putting up a global standard with HDMI.

That being said, please make a different thread. Your problem doesn’t matter in the context of this thread.

 

Forum: Resident Evil (Remake)

Thread: Is there any reason to keep Doorskip and regular PC runs separated anymore?

Started by: CarcinogenSDACarcinogenSDA

Also @The_A_Drain, PAL60 is literally the same as NTSC, and all PS4/XB1 runs are exactly the same timing. PAL50 is only in speed/timer conversion in the PS1 games as well as the GCN ports of RE2,3, and CVX. You are not running out of options. Literally any version of REmake will be able to compete. GCN/Wii must be set to 60hz mode though.

 

Forum: Resident Evil (Remake)

Thread: Is there any reason to keep Doorskip and regular PC runs separated anymore?

Started by: CarcinogenSDACarcinogenSDA

Fair enough on the stairskating point. I actually didn’t know that when DS was allowed back that people agreed remapping to analog should be allowed. Shows you how little I’ve paid attention. That being said, a merger is too blunt of a method. Personally I would wish for more people to run doorskip though because I think shorter run and less time spent waiting = more incentive for new people to try.

I would think the best way to encourage it is to make it the “default” category people see on the landing page. What is everyone’s thoughts on that? I mean essentially nothing would change on the leaderboards, ruling, or times, just the default view would be doorskip.

 

Forum: Resident Evil (Remake)

Thread: Is there any reason to keep Doorskip and regular PC runs separated anymore?

Started by: CarcinogenSDACarcinogenSDA

Hey everyone-

So early on in the game's lifespan on speedrun.com, doorskip was called for separation because it was a mod.

A while later, it was voted back in.

Now that it's voted back in (and frankly, I think that running the game with doors is pretty pointless when we have a mod that allows for skipping doors altogether without any kind of real error) should we merge the categories?

In my opinion, the only thing really detrimental could be runners using SSD vs. HDD, but I think the only thing really making non-doorskip runs unpopular is simply the fact it's still treated like a mod when all it's doing is removing an annoying animation you have to sit through. Most everyone's HDDs and load the game fast enough by now to make any SSD shit a non-issue.

Tactically, there's no real advantages either aside from resetting rooms to get certain zombies out of the way (which costs an upward of 7 seconds anyway each) but optimally you wouldn't even bother.

Thoughts? Personally I think it would make the boards a lot cleaner and encourage people who are turned off by door animations to run the game with the mod if it were to become the "default category".

If everyone thinks it should be separated, can we discuss the idea of moving Doorskip to being the default category? Because it's literally the same route for everything.

 

Forum: Dino Crisis 2

Thread: LucianoRX's PS1 WR - Why is it not on the leaderboard?

Started by: CarcinogenSDACarcinogenSDA

No, what is happening here is a fundamental misunderstanding of what "segmented" means. Segmented means that he abused saves to restart each segment until he got it perfect. He did NOT. He was forced to upload his run in chunks because YouTube limited uploads to 10 minutes at a time back in 2008. If you bothered to check his video description, you will see he also split the run into larger chunks for Archive.org, which further corroborates my logic.

https://archive.org/details/DinoCrisis2_5330

"SPLIT INTO PARTS" DOES NOT MEAN "SEGMENTED." "Segmented" is a term that started AT SPEED DEMOS ARCHIVE and has a very specific meaning in speedrunning nomenclature. It all-but doesn't happen anymore because very few people run segmented runs as competition (TAS does what Segmented does, only better) but SDA had split videos into parts multiple times for one reason or another due to technical limitations. But those were denoted as "in x number of parts".

If you watch them back to back in the playlist, all of the audio syncs up, especially the parts where the audio clips out and clips in when the next segment loads from the YouTube playlist. Tell me, on a system with variable loads due to mechanical disc reading such as a PS2, is the music going to sync up perfectly if you record two identical runs side to side? The answer is "no". There is audio buzzing in the video which would not be present if it was on emulator. The run was not spliced together.

That would mean that the only reason to reject the run as WR is to demonstrate the things he did were impossible, and nothing he did was impossible. He would have practiced a lot with savestates before recording on a real console, perhaps. He even failed the keypad puzzle, if his goal was to cheat the RNG, why would he let that pass? His execution was tight as well, not totally flawless, but very within human limitations, and he knew how to anticipate all of the dino spawns on top of having clear linework.

Same with his DC1 any% run which is now apparently also "segmented". Segmented doesn't mean "in parts for the sake of technical limitations", it is a way of playing the game, and that is not how Luciano played the game. So either prove "what is weird" about the run, or accept it.

MASHMASH likes this.