Timing ILs taken from full runs
Guides
/
Timing ILs taken from full runs
Updated 10 months ago by GMP

PS: Bounce runners and viewers please ignore this, I am using this page a sandbox for another game will delete it shortly.

What is the timer bug?

Timer bug is a logical error in the game's code due to which there are only 719 elapsed frames per minute as opposed to the expected 720. Because of this, the timer essentially jumps from [X]:59.916 to [X+1]:00.083 on every minute transition.

What is the impact?

Full runs are unaffected by this because the points at which this occurs is consistent. In case of the Individual level runs, it is a bit trickier. For example, let's say a level is 1 minute and 30 seconds long. If the level starts at 1:10:00.000 it will go through one minute transition (1:59.916->2:00.083). But if the level starts at 1:40:00.000 it will go through two minute transitions (1:59.916->2:00.083 and 2:59.916->3:00.083). This means for the same gameplay the level will be one frame longer in the way the game measures time.

What is the solution?

In the above example, for the second case, one frame will be subtracted to ensure fairness. All the old runs have been either been retimed manually to reflect the change. All the new IL attempts done using the updated autosplitter will have this issue fixed internally. As for full run segments that are submitted as ILs, the following webpage can be used to calculate the correct time of the IL run: https://gmpranav.github.io/pop1-il-calculator/