Why IGT should be implemented in Sonic Riders
6 years ago
Chile

Sonic Riders like many other games presents variety of versions with different types of load. Some may think it's minimal, but if you start comparing the difference you will realize that it can be more than double: https://www.speedrun.com/Sonic_Riders/thread/iat65 This is because Sonic Riders is a game by disc for consoles that commonly has notable differences of reader as is the case of the PS2 or Gamecube. However, this difference of charges also occurs in the same version and can become very notorious. I seems very ugly to compare runs in public but this time I will do so that they see the great differences of loads in the same version. Sorry for beforehand.

A 14:20 run

MC 1.53.75 SC 1.28.00 Finish SC Real time: 3.55.88 /// Start RTA: 2.22.88; Finish RTA: 3.55.88; SC RTA: 1.33.00 EF 2.06.11 GC 2.04.48 SR 2.19.61 approx BG 2.43.95

Total IGT without pauses: 12.35.90 approx

A 14:19 run

MC 1.53.36 SC 1.21.65 Finish SC Real time: 3.51.15 /// Start RTA: 2.23.21; Finish RTA: 3.51.15; SC RTA: 1.27.94 EF 2.05.38 GC 2.02.63 SR 2.20.46 approx BG 2.45.80

Total IGT without pauses: 12.29.28 approx

6 seconds in a short racing game is a lot for shorten it to just one second! The 14:19 used 6.29 seconds in pauses and the 14:20 used 5 seconds. We can be obtained using as reference the real and the map chronometer, so you can know the exact RTA of when it started and ended Splash Canyon. The difference in load between the same version is significant!

If you compare loads between PC and Gamecube for example, we are talking about much more than 30 seconds in total. Currently it is impossible for a user of Gamecube (No Emulator obviously) to be in the highest times.

Although we know that the IGT is necessary, it has not been implemented for one reason: Sand Ruins. It is not possible to determine the perfect time when it reaches the goal. However, it is not necessary to determine the IGT in the goal because it actually never crosses it! The solution to this is very simple, use the last time you see it before it gets dark. Time can be obtained quite accurately by slowing down the video. It is not totally perfect, but the IGT does not have to be totally perfect at hundredths. Other games do not have a perfect IGT (for example metroid fusion, thanks to kirbymastah for the fact). In Sonic Riders the difference is incredibly minimal and in some cases exact.

You only need to add to the rules:

"The positions are determined by the IGT, in the case of Sand Ruins, the last time is seen on the screen so it is necessary that the video had sufficient quality to determine it. If the video have really bad quality, will be located using the RTA but will have no position (-). The same thing happens if you pause the game and not use a chronometer. The IGT includes pauses in the game."

This solves the problem. If there is any one (a moderator added or subtracted some minimal time), you can discuss perfectly on a topic that can be created for these things.

The pauses would count in the IGT and can be obtained using as reference the real and the map chronometer. For example, I pause the video when I have 0.00.05 of race and I see that in the RTA I have 2.30.70, it means that I started exactly at 2.30.65 of RTA. Other example, I pause the video when I have 1.30.40 of race (I obtain 1.30.45 in that race) and I see that in the RTA I have 3.36.12, it means that I finished exactly at 3.36.17 of RTA. Easy. If there are doubts, they do it when the difference is smaller (as of 0.00.03 of race).

That's it, I think I have not forgotten anything. If necessary, I could help in calculating the IGT for not accumulate so much work to the moderators. Thanks for reading and sorry if you do not understand something, I do not control the english so well. I want the game to be fair.

Edited by the author 6 years ago
ThePC1997, Pockit and 3 others like this
Wisconsin, USA

"as happens in some games where they reach 64 fps and that should be 60 fps, thanks to kirbymastah for the fact"

I never said a game ran at 64 fps. To correct this post, the game I gave an example of is metroid fusion, which is a game that runs in 60 fps. However, it has an in-game timer where each in-game second is counted every 64 frames. So each in-game second is technically 1.0666666... RTA seconds, or 64/60 of a second.

Chile

Oops, my mistake. Corrected.

Chile

This has been inactive and I would like other players and mods to comment on this. I am willing to help with the IGTs either by being mod or passing the times to a mod. I think I've solved all the problems there could be. That's why I need more opinions.

iden likes this
Wales

I agree I think it would be a good thing to implement, it's not really an issue for me but I think it's important to keep the game consistent for other runners.

Pennsylvania, USA

Any update on this? Sonic Riders: Zero Gravity does sum of IGT from each race, why not this game? Would make each version competitive (even though PC still owns when it comes to the control stick parts)

North Carolina, USA

I would prefer this be implemented as well. I don't mind having to do some calculations if it meant that all runners were on the same playing field. I run GCN (non-emulator), and while it's nice that you can filter the leaderboard for certain platforms so I can see how I stack up against other GCN (non-emulator) players, it would be great to have everyone on the same timer. (I never knew that the PC loads were significantly faster, thanks Sm4sh for pointing this out!)

Venezuela

I think it is really fair! Assuming the field was the same for everyone, technically it would be good. Only thing would be also making a category for the pc glitch idk.