Load time differences in RTA
4 years ago
Germany

So since I've come from a speedgame where this was very much an issue I realized Lego Racers 2 might have the same problem. I've compared the loadtimes from the top 5 any% runs and it varies between 6 tenths on the lower end up to 9 tenths load time per load screen. It might sound neglectable at first but if you consider this game has probably over 50 load instances it starts to add up (Obviously this gets even worse in 100%). I could already determine that some Dgvoodoo setting play a part in this. For example enabling unforced resolution and fast video memory access makes the load times skyrocket for some reason (Waaay above 1 second per load) My other suspicion is that frame rate might also play a part in this (ie higher frame rate = less load time)

The easiest way to fix this is probably using an autosplitter (which shouldn't be too hard to make for this game) but I am curious what the long standing LR2 community members think about this.

In any case, hope you have a nice day

WiiSuper and Zioplys like this
Estonia

uh your idea sounds fine but at least to me load times have never really been an issue for me, idk how the rest feels about it

WiiSuper likes this
Germany

Yea I mean it is certainly not a huge issue, but if someday someone wants to compete with WR and has 50% slower load times it is going to be a pain for that person. In either case we should probably look into what influences the load times a bit more. I'm definitely not here to force an autosplitter onto a community I just joined lol, it just worked very well in my previous speedgame, that's why I suggested the possibility

WiiSuper likes this
Germany

This game has pretty small loads (your math that I'll just believe here adds up to 15 seconds difference in the biggest 2 any% runs), so noone was bothered enough to care enough yet.

Howoever, if you find someone willing to make a no-loads timer I'm pretty sure noone will stand in your way in making it the norm to use it I'm pretty sure.

We'll have to manually time the already standing runs, but yeah, no issues other than that.

So yeah, no objections here and I'm friends with Zooketra so I'm pretty sure he doesn't care either.

WiiSuper likes this
Switzerland

I checked the times and found the same differences so I made a load removal script myself. It removes the loading screens, the car selection menus between worlds and the main menu should someone choose to save and exit mid-run.

The .asl file and a video of me going through Sandy Bay with it activated can be found **__ here **__

Could you check if the script is actually fair for different hardware configs? If it is I will test it on a complete run to make sure that it doesn't do anything weird and then we might move on to implementing it for future runs.

Edited by the author 3 years ago
WiiSuper and PeterJordanson like this
Germany

I will test the asl when I return to running LR2. Someone also uploaded one to the ressources, is it the same you made or a different one?

WiiSuper likes this
United States

The one in resources was by me. I used the load detection pointer Torak found in the auto-starter, though, with credit in the code comments at the top and in the readme at the bottom.

WiiSuper likes this
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