Timer quirks and intricacies
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2 years ago
Argentina

but if the IGT is not exactly correct, it would not be better to just run it in RTA, to avoid future problems?

Argentina

We leave everything as it is then, because I had set the milliseconds but for the demo runs.

Mississippi, USA

Another thing to add here is that, as far as I can tell, getting the orb after each boss kill is not timed. This leaves spots that can be optimized, but are not taken into consideration with the overall run time. Technically you can just wait and the orb comes to you, so I am not sure if it justifies using RTA just to capture the time taken during those sections.

Tennessee, USA

Hi, can anyone explain this? Something is buggy here in the last 2 splits and I can’t quite seem to figure it out. I also would like to propose the idea of using RTA with livesplit as I’m going to do this anyways even if we keep going off of in game time. It doesn’t make sense to me, an auto splitter with in game time plugged in would fix it. The Messenger game does this very well.

Bearbeitet von der Autor 2 years ago
Tennessee, USA

I know I read the post, I was just giving an example of what I’ve seen. Those splits are more than inaccurate they’re just flat out bugged.

Massachusetts, USA

When it comes to Livesplit with this game, I ended up just going with Manual Game Time entry using the end of level time for the split entry. This way for runs over an hour, you can actually see how long the final split is without the game glitching with it. There's plenty of time between the end of stage when you grab orb to loading of the next stage to do without losing anything RTA (which is irrelevant to the run anyways).

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