About Loading Screens and Timing without Loads
11 months ago
Germany

Since we try to have loadless timing on the leaderboards to allow cross-platform comparisons, we have employed several measures (all of which are noted in the rules section!).

What counts as a load? Obviously, all blatant loading screens with an artwork and the text "LOADING" flashing above or underneath it are counted as loading times. Additionally all the lag/freeze frames preceding a loading screen or an FMV cutscene also count towards loading as those can vary very significantly depending on the platform.

How do I remove loads from my run? If you play on the Dolphin emulator, you are in luck. Just use the load remover found under 'Resources' and follow the instructions. It should do all the work for you. If you play on console, check the rules. I have added tables with fixed loading time values for most versions (obviously this is WIP as there isn't footage for every platform/region). The values are all based on runs using original game discs, therefore unintended methods of running the game via some sort of hombrew (e.g. OPL, Nintendont) are categorically banned unless the runner provides proof of their loadless time (for example by attaching a video with the loads cut out).

What problems are there with this? Xbox loads vary a fair bit depending on your console revision. There are different console runs with different disc drives (and harddrives) which significantly affect how quickly a game can load. The tables include the fastest Xbox loads known and Xbox runners are free to use that value as an overgeneralisation. If they want to know their accurate loads, there is no way but to time them manually. Additionally, the level loading screens on Xbox speed up slightly if the level has been loaded prior in the same session. To get the fastest and most consistent loading result on Xbox, enter every level once before starting runs/attempts. Another "problem" is that the load remover for Dolphin doesn't always track loading 100% as it visually appears, so it unpauses a bit sooner/later than you would expect. Realistically, Dolphin times would end up only a few seconds slower than they technically should be, but I guess that's made up by the game lagging less on emulator so it should be a non-issue.

What upsides does this have? Less clutter on the leaderboards, more competition, less reliance on having to obtain the fastest console/version.

Lornoveo likes this
Game stats
Followers
153
Runs
212
Players
56
Latest news
Load remover for emulator runs

As of a few days ago, there is a load remover for LiveSplit that will pause the timer during loading segments when CNK is played on the Dolphin emulator. It pauses anytime a loading screen appears as well as during the lag frames that precede the loading screens themselves. The plugin is memory-base

1 year ago
Latest threads
Posted 2 years ago
3 replies
Posted 3 years ago
4 replies
Posted 4 years ago
1 reply
Posted 5 years ago