In Game Timer / FPS
5 years ago
North Carolina, USA

Does anyone know how the in game timer is timed? Is it live or does it count frames like the '98 version? I ask because if it's live I may be losing a chunk of time since I run on a standard PS4.

United Kingdom

It's not tied to the framerate.

Indonesia

I think it's live (excluding cutscenes)

Wisconsin, USA

IGT is comprised of the following components.

Always Running timer, in microseconds. Cutscenes-only timer, in microseconds. Menu-only timer, in microseconds. Paused-only timer, in microseconds.

IGT = Always Running timer - Cutscenes-only timer - Paused-only timer.

Menu-only timer is tracked but not used for IGT.

Usokkithetree, zgl, and MyztklKev like this
Alberta, Canada

i wonder why menu time is tracked but isn't used towards the final time calculation.

Wisconsin, USA

Possibly for RE.net analytics. See how often people sit in menus.

NuZ likes this
North Carolina, USA

Ok, so I'm losing time with frames. That sucks. So the final time doesn't include time spent on the inventory screen?

United States

Oh, the final time doesn’t count inventory? Does this include using items or picking things up? Or does it only exclude inventory when I press triangle?

Florida, USA

@OneCoolMan the timer isn't based on frames though. Set your frame rate to 10 fps, start a new game and wait 10 minutes. Your IGT will be 10 minutes. Set it to 120 and wait 10 minutes. Your IGT will be 20 minutes.

@Usokkithetree the timer does count while you're in the inventory. It just has a separate timer that's not calculated into the IGT. The "active" timer continues to tick even while in your inventory. The inventory probably just has it's own timer for RE.net purposes like previously mentioned.

Edited by the author 5 years ago
Usokkithetree likes this
United States

And the IGT is the timer that matters, yeah? I don’t need to stress so bad about putting key items in the first inventory slot so I can mash X to use them?

Florida, USA

Okay, so to expand upon what was said earlier.

Final IGT works like this:

  • "Active" timer -- Walking around, doing combat, picking up items, sitting in your inventory. Reading notes. Even includes being paused and in cutscenes. It's literally always increasing.
  • "Cutscene" timer - time spent in a cutscene
  • "Paused" timer - time spent paused

Now, keeping in mind the time is in microseconds, IGT calculated is:

  • (active - cutscene - paused) * 0.000001

^ That returns the seconds of gameplay time, which is your final IGT.

The time spent in the inventory, or picking up items is not in that calculation. However. The active timer still increases while picking up items or in your inventory. The paused and cutscene timers are not increasing. So your IGT is still increasing while picking up items or in your inventory. So yes it is beneficial to organize items and stress using them quickly.

Edited by the author 5 years ago
Wisconsin, USA

If you ever want to see it when timers increase visually. You can run the SRT in Debug Mode.

https://cdn.discordapp.com/attachments/376158430815191045/548288978416173057/rawIGT1300.PNG

It shows all 4 timer values in raw form. It helps illustrate what increases when.

You'll see the P value increase when paused, M increase when in inventory, etc.

kibowman, WitchRain, and NuZ like this
Valhalla

@CursedToast What? IGT on 120fps, idle 10min shows 20min? Typo?

Florida, USA

@NuZ I mean do the following (as example):

  • Limit FPS to 10. Wait 10 minutes. IGT should be 10 minutes.
  • Limit FPS to 120. Wait 10 more minutes. IGT should now be 20 minutes (10 + 10)
Valhalla

@CursedToast but that is not the thing now?! IGT and physics etc. is not tied to the framerate in RE engine right? Just the hit reg and other stupid stuff?

France

@NuZ Physics is probably what handles hit reg and is then tied to frame rate. Most Physics Engines can work on a variable time step (virtual time used to simulate the physics). Usually Game Engines that aim for determinism (mostly for online play) use a fixed time step (16.6ms for 60 physics simulations per second for example). RE2 isn't an online game and so the devs probably didn't really care about determinism and tied the physics timestep to the frame rate (the faster the frame rate, the more physics simulations per second with a variable time step (depending on how long it took to complete the previous frame)). Now this is just speculation based on my own experience as a game dev but that makes sense to me :p

NuZ, WitchRain, and CursedToast like this
North Carolina, USA

@CursedToast I understand. I'm just saying I may be losing time due to choppy gameplay and slower movement due to frames being so low considering the game doesn't take fps into equation. Meaning if I had a PS4 Pro the runs would be somewhat faster since it'd be on more consistent frames. Can't believe I'm saying this but the game is making me want to get a Pro just to see if the times would be faster.

United States

Pro gives you about 10-12 FPS extra and that can matter in the long run for sure. This is coming from someone with a Pro and StevenMayte has watched me play...he has base PS4 and could tell immediately the FPS difference

OneCoolMan likes this
North Carolina, USA

@Soulless_Persona Yeah, it looks incredible smooth when it comes to performance. Also seen a few others stating that Leon seemed to be going slightly faster. May just be the frames being smoother though. I guess that settles it then. I need to upgrade to a Pro. On the note of saving frames, do we know if '98 Leon is saving frames. I've been told it does and I've also been told that it doesn't.