RTA Timing
3 years ago
Scotland

I don't want to be the guy to resurrect this super dead topic and all but, is it not about time this game swapped to RTA?

I was reading over the old threads about this and the only conclusion I can draw is that the IGT is awful at accurately timing the game. A move to primarily RTA timing could surely only be beneficial to the health of the game?

Sawnek likes this
Scotland

That's fair enough yeah. I know I have only minor activity on the board but one of the main things that's preventing me from coming back to this game is the IGT inaccuracy.

United States

I wouldn't mind RTA timing as well. That was one of the biggest deterrents for me with this was a great deal of inaccuracy with the IGT and RTA. I'd definitely go back if we decided to do RTA.

EddventureTime58 likes this
Scotland

Bumping this again since the mods have completely reshuffled.

AlekStation97 likes this
São Paulo, Brazil

Hello my friend. I'll talk to deserteagle this week and we'll get back to you.

Scotland

Sounds good man, thanks!

AlekStation97 likes this
United States

I'm discussing this with Alek now, but what I want to propose is the following, at least as a start and we can see how it goes moving forward. This also solves issues with psxJin.

Create a new "console" grouping exclusively for the Duckstation emulator (much as I did in RE1) and time Duckstation runs by RTA. Keep the current emulator board as is. I propose this because the RTA and IGT run of Survivor are quite different (e.g., I think we figured out last year that the mountain path was better for IGT even though it's worse for RTA, at least on Easy mode, and the menu pauses IGT completely and instantly and is really clunky and slow). This will allow us to accurately preserve the competition as it was historically and allow people to still compete that way if they so choose while also moving away from a not so great emulator that barely functions on people's computers these days. Duckstation is a FANTASTIC piece of software and PS1 emulation has never been better.

I realize this doesn't solve the IGT/RTA debate for console, and we can certainly have discussion on this seeing as there's not many console runs and there's not as much of a history to preserve. There's 19 total console runs on the boards and I think 13 different people. We can contact them all and have a discussion about what to do with that in regards to timing method.

We can track both IGT and RTA on SRC, but unfortunately due to a really really shit setup of the website, we can't set individual platforms to IGT or RTA, it's a global setting for the whole board so if we set RTA as the timing method for the board, we'd have to tell "Legacy Emu" runners "DO NOT SUBMIT RTA". Not the worst solution for a relatively inactive board, but rather clunky and dumb still.

Anyway, just wanted to update y'all with what I've brought up with Alek and my initial thoughts on the matter. I know it's a long read, but I've thought about it carefully and wanted to write it all out and give you all the chance to chime in on it.

PS, technical bullshit - Last year I labbed the IGT in this game a bit, trying to make an autosplitter (or at least IGT script), and found out why there's the weird discrepancy between RTA and IGT: the timer runs at at least double speed during door/ladder/stair/elevator animations. RE1 PC had this problem in the menu before being patched because the game ran at 30fps, but menus were 60fps, and the timer being a frame counter was not adjusted to account for this. This is the same issue that Survivor has, and I reckon that psxJin/Fin, being the shit emulator that it is, only exacerbated the problem for people. Duckstation should fix that, though if we're going to RTA for it, it's irrelevant anyway.

EddventureTime58 likes this
United States

On the RTA note: obviously timing stops on the final shot on Hypnos (when the death cutscene starts), but where should we start? We can start time when the "My head hurts and I can't remember anything..." text appears (this makes it consistent across all categories NG and NG+; or we can start it at difficulty selection for NG runs and selecting "yes/はい" when loading the NG+ save (this is more consistent with what most people have been doing, I think).

EddventureTime58 likes this
Scotland

I think this all looks nice so far. Obviously I'm not a mod and I won't have any say in it but the transparency is always appreciated. My main issue with this game was that the IGT has been shown to create instances (like the mountain path or menus) where you can go slow to go fast, as well as potential inherent inaccuracies. I feel like a switch to RTA would be super beneficial for the general 'health' of the game, although it's pretty inactive anyway.

Honestly I'd have even accepted continued use of IGT if the former mods were clear at all about the whole thing.

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We have an Autosplitter!!

Thanks to @TheDementedSalad we now have an autosplitter for the game! You can find a setup guide for it under "Guides" and some pre-made splits for it under "Resources".

Now that we have a working autosplitter, we should talk about the timing rules for Duckstation. For New Game runs, it starts and

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