Improved timing methods
2 years ago
Śląskie, Poland

Here are some methods how I suggest to improve measuring time:

• First of all I suggest to enable milliseconds in game options. At this point top players have really small differences in their PBs, so accuracy only to seconds may cause e.g. an incorrectly assumed WR tie at any time.

• The other problem is that (afaik) vent cutscene may take different time depending on how fast objects were loaded, which may cause some unfair differences in RTA (real time) timing because it's hardware dependent. On the other hand IGT (In-game time) timing may start at the beginning of cutscene, but I doubt this is true, because IGT is usually smaller than RTA. (By IGT I mean time dispalyed at the completion screen.)

Therefore I suggest switching from RTA to IGT. Or at least to the difference of IGT and cutscene duration.

Here's the chart with different timing methods.: https://cdn.discordapp.com/attachments/639926856468135976/928299212960063488/unknown.png

There might be some glitches in IGT which I'm not aware of, so if that's the case I hope somebody will inform me about that.

For now in my opinion these are the most fair methods of measuring time: • time = IGT [accuracy to 10 milliseconds] • time = IGT - Cutscene [accuracy to video frame rate]

I hope the moderator will consider improving timing methods in the ways described above.

Modifié par l'auteur 2 years ago
kubaw208 aiment ceci
Finland

Thanks for the suggestions!

Timing with milliseconds would probably be better, at least for the top times.

As for the IGT vs RTA, when using IGT I think the games timer passes slower when aiming so that could be pretty easily abused (since you're essentially playing in slow motion). Also, is there any difference based on your device when going in the vent?

Modifié par l'auteur 2 years ago
Mikulus aiment ceci
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