FPS effect on the in-game clock
8 years ago
United States

Two real seconds == one in-game minute (2 real minutes == 1 in-game hour) Testing shows higher FPS causes the in-game clock to run slower, see below:

(+/- .5 seconds due to rough testing/human error) 2:14 - 1 in game hour @ ~250 FPS without frame limiting 2:11 - 1 in game hour @ 170 FPS w bandicam limiting 2:06 - 1 in game hour @ 120 FPS w bandicam limiting 2:04 - 1 in game hour @ 60 FPS w vsync limiting 2:03 - 1 in game hour @ 60 w bandicam limiting 2:02 - 1 in game hour @ ~40 FPS without frame limiting 2:01 - 1 in game hour @ 30 FPS w bandicam limiting

ult1matum and Mawfeen like this
Netherlands

I certainly wouldn't mind in any way for an FPS limiter to be allowed after knowing this. Just sayin'.

United States

The waiting period during It's Your Call:

(first frame of fade in) - (first frame of Roman's call showing up)

(first frame after phone disappears from hanging up) - (loan shark car reaches the shadow edge)

30 FPS: 1:59.70 - 2:33.56 = 33.86 2:35.30 - 2:55.74 = 20.44 44-53 [in-game minutes]: 2:14.03 - 2:32.29 = 18.26

80 FPS: 1:59.99 - 2:34.53 = 34.54 2:36.02 - 2:56.80 = 20.78 44-53 [in-game minutes]: 2:12.54 - 2:31.29 = 18.75

FPS: (~90 FPS for 1/4 of the first wait, ~140 FPS for the rest) (~90 FPS for the entire second wait) 1:59.61 - 2:34.90 = 35.29 2:36.42 - 2:57.33 = 20.91 44-53 [in-game minutes]: 2:13.08 - 2:32.35 = 19.27

Edited by the author 22 days ago
United States

FPS - ONE IN-GAME MINUTE IN REAL SECONDS

15 - 2.066

20 - 2.05

25 - 2.0

30 - 2.033

35 - 2.05

40 - 2.05

45 - 2.05

60 - 2.066

80 - 2.083

100 - 2.10

120 - 2.116

144 - 2.166

160 - 2.183

Edited by the author 22 days ago
Germany

How much waiting time is there in good runs? I don't know much about the game but I think that varies considerable, but still: are 120 fps people losing roughly 10s or 20 or 40 compared to 60 fps?

There are probably loads of frame rate dependant things, so that time difference is only one of many.

Germany

About 20 Minutes of waiting I'd say.

It does affect all the phone calls. So if you wait fore a phone call limit your fps to 30 fps and you get it those tiny seconds faster.

For it's your call when you are waiting before the gambling den you can save 2 seconds by limiting fps. I got a 3:33 Gold Split which wasn't even the most optimized. So sub 3:30 gold split is possible for it's your call with frame limiting.

South Georgia

So are we adding the rule that future runs need visible Frameratedisplay in the Video like other PC Games (like edler scrolls games or fallout games) already have to properly enforce these rules?

Since without it, verifying runs will be close to impossible.

United States

There are around 50 unavoidable call/text waiting periods and two waiting periods similar to what goes on in It's Your Call (It's Your Call, Easy Fare (might affect the time it takes for the police stars to turn to grey). I don't believe the waiting periods where you wait for a person/car to move from point to point can possibly be effected by the clock, such as Jamaican Heat, Escuela of the Streets, Actions Speak Louder than Words, etc. I tested the waiting period during Luck of the Irish and the timing was identical (25 vs ~150).

Between all of the call waits and text waits, the average wait is ~17.5 in-game minutes. FPS DURING WAIT PERIODS - TOTAL REAL MINUTES WAITED 15 - 30.13 minutes 20 - 29.9 minutes 25 - 29.17 minutes 30 - 29.65 minutes 35 - 29.9 minutes 40 - 29.9 minutes 45 - 29.9 minutes 60 - 30.13 minutes 80 - 30.37 minutes 100 - 30.63 minutes 120 - 30.86 minutes 144 - 31.59 minutes 160 - 31.84 minutes

United States

The argument that limiting frames with official GPU software should be allowed, while unofficial software shouldn't be, is completely silly because how is the person verifying the run going to know which software is being used? A handful of people have made the argument that using software to set your FPS at a constant limit should be allowed, but only if done before the run begins and never altered throughout the duration of the run. I agree that this should be allowed as well.

S. likes this
South Georgia

I thought about the having the framerate shown in submitted video thing. But this time from the runner perspective and as a not LB mod.

If you set your game to unlimited FPS: In a normal world the framerate goes up when nothing happens, like standing around and waiting for a call. And it dips when a lot of action is happening, like shootouts or police chases. Pretty much the opposite of what you want to have according to the timings.

Kyle. You say it's very easy to determine if a person is toggling a framelimit mid run. I would dissagree on that. If you play yourself framerate changes are way more noticeable compared to a viewer. You don't get the input response as a viewer, since you are not doing any inputs.

Especially if the video isn't 60 fps. With a 60 fps video frame doubling occurse when the game fps drops below 60. That's what you can notice relatively easy. But not everyone can stream at 60 like you do. What if somebody comes along and has only 20 FPS videos. It's very hard to see if something is happening to the Framerate when you only stand around and wait for a call instead of moving. Because Frames are only getting duped yesDuping below 20 ingame FPS.

Deciding whether framerate was toggled or not would be often a guess. And proper run verification shouldn't be based on guessing but on knowning. With visible FPS in the video there would be way less doubt if something has been done by a runner.

United States

Back to the official/unofficial argument. I think it's extremely stupid to disallow something that's capable with some piece of hardware and its "official" software. If there exists an "official" combination of the two which results in the capability to toggle frame limiting with a hotkey, it has to be allowed. I'm told "official" software for AMD GPUs includes the functionality to toggle a set frame limit with a hotkey. The question still remains, how can you determine if the frame limiting is being done with "official software"? You can't, unless we go to extreme verification lengths, which is ridiculous. With that being said, I think it's obvious even "unofficial" software has to be allowed as long as you're using it to perform the same functions that other, more "official", software provides.

This is the equivalent of a console being released which includes a button on the controller which toggles the frame limiter on and off. If a next-gen console included this functionality, how on earth could you justify banning it from being used?

S. likes this
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