Threads
ItalyNazzareno2 years ago

With Veictas' autosplitter it was possible to track the time loss in individual levels and spot a weird glitch: it seems like the game deteriorates as the game's session ages, resulting in a consistent and ridiculously big time loss after several playthroughs. In my case, we are talking about 0.5 seconds of unavoidable time loss on stage 1, which is a lot and which magically disappears if I close and open the game again. The available solution right now is to start a fresh game session as soon as you notice important time losses. Ideally you'd want to start a new session on each attempt, but the game is already enough frustrating on its own. It's important to notice that this is just what I have experienced and I'm not sure the game works exactly the same on different setups. If anybody has more information or workarounds feel free to post them.

ItalyNazzareno2 years ago

Hello, everybody. Scary topic ahead, so usual disclaimer: we all know PC version is not the coolest, there is no point in killing the conversation with the usual comments like "PC should be banned, burned or time-travel prevented". Let's keep it straight on topic. So, this was quite a busy morning, culminating with the news that IGT on PC has actually been working fine for all this time. I'll recap all I've been told by the mods, which is based on information gathered by @GeminiREbirth while working on the patch.

  • IGT on PC is actually bound to the framerate. The intended framerate on PC is: 30 in normal game, 60 in menus, 20 underwater, and it pauses during FMVs and Pause menu.
  • This means the game knows that where the framerate is supposed to be 30, it has to count the time at a certain speed, and where the framerate is supposed to be 60 it counts at another speed and so on.
  • This means that framerate changes (as the overclocking thing we do by abusing the PC uptime) will not affect the IGT, but just make it run at a different speed. This results in a gap between RTA and IGT depending on how far we get from the intended speed.
  • This also means that people like @Dimension_Bomber, who had theorised the accuracy of IGT ages ago, are right.
  • This means, here we go, get ready, that an RTA leaderboard for the PC version could be considered unfair, because it rewards anyone who can make the game run faster.

As you might guess, the situation is quite tricky. Here are the alternatives I can see, with pros and cons:

  1. We don't care and keep the PC leaderboard ruled by RTA. Pros: no change in the placing for anybody, everybody keeps their place. Cons: as correctly suggested by @RapixOnGaming, we open the leaderboard to be absolutely smashed as soon as someone finds a way to make the game run one frame faster than the current known maximum. To put things in perspective, this is what happened with the current wave of runners, who know how to overclock the game and rapidly beated any old school runner. Back in the days, they simply didn't know and couldn't get the top speed. For the future, we could all be beated by a guy who can make the game run at 90FPS.

  2. Close the current PC leaderboard. Pros: we don't have to worry about the bad ugly unpatched PC version any more. Cons: we just freeze the problem. The problem is still there, the RTA will still be unfair. Moreover, nobody will have a chance to improve their times anymore. I used to be for closing the current leaderboard after the patch's release, but @Kaladere and @Vendettavic brought this argument and convinced me that it would not be so fair (unless we lock the category with me on the podium. That's cool, that's fair, nothing against it).

  3. We rule the PC leaderboard by IGT, removing RTA forever from the last category of DC2 still using it. Pros: I get my one IGT second world record back :D ; the leaderboard can stay open because IGT will never be broken by overclocking the framerate; end of the PC session abuse: anyone can start running the unpatched game as soon as they boot up their computer. The game will run slightly slower, but IGT will be good. Cons: @xtra2Ez loses his three RTA seconds world record (GG), which might be a tiny tiny bit frustrating, even if IGT is more fair to everybody. Additionally, we'll have to say goodbye to our RTA splits and start all over with a fully IGT autosplitter, like with Gemini's patch.

I'm no one, but I would like the destiny of PC leaderboard to be left to a vote, more than to the choice of a single mod or person. These are the facts, according to what was discovered by Gemini, and I think we can come up with a decision nicely, quickly and like adults. Again, please, don't waste everybody's time with sterile comments on how stupidly broken PC version is: they don't help.

I would personally go with the option 3 and convert the leaderboard to IGT. I'm sure xtra will save two seconds tomorrow, so my record is just temporary, and it doesn't really matter, right? Everybody will be able to grind the hell out of it without limitations, except for the happy crashes.

Have a nice conversation :)

xtra2Ez and Kaladere like this
ItalyNazzareno3 years ago

Hello :) As the title suggests, I'd like to propose to make the RTA timer optional (at the moment it's mandatory) for all categories ruled by IGT, which means everywhere except for PC (prior to Gemini's patch, the broken one, we know the deal). A few reasons for making it optional:

  • It doesn't count for the leaderboard time.
  • It doesn't prevent cheating or make the run more legit: the timer is literally put over the recording. You can't really tell if I'm splitting during the run or if I'm just recording the timer separately for a beatiful spliced performance. Since RTA is not used (except for PC, the broken one, we know the deal), the timer right now is just a decoration.
  • Depending on your hardware limitations (totally not talking about me), setting up a timer or recording from a PC or even just having a PC might be a problem.
  • I personally don't see any reason for having it mandatory: the other side of a mandatory thing is that if it is not set up exactly as required it will invalidate the run, and I would find quite frustrating to have a run invalidated by a useless timer.

Thank you for your attention.

Klumpackis and Kaladere like this
ItalyNazzareno3 years ago

Alright, here we go.

  • PC version, everbody.
  • The autosplitter is mandatory.
  • I download the autosplitter as it is.
  • The splits for each room somehow mess up my sum of best, forcing me to remove them, keep only my old splits, making them being recognized by the autosplitter and removing the single room splits from the autosplitter code. Still using the autosplitter regularly.
  • I keep splitting manually on a few specific splits that, not occuring on the player entering a room, cannot be tracked by the autosplitter. The autosplitter still handles the final split, so that the time will always be nice and accurate, but I split manually during the run on some occasions to keep my times consistent. Still using the autosplitter.
  • I get contacted by @If_And_While because he is worried that I'm not using the autosplitter and I'm going to invalidate my runs. I explain him the situation, highlighting the fact that I do use the autosplitter very correctly and not making a secret of my manual splits within the run, since they are legal and not affecting the final time in any way.
  • I get a world record with the autosplitter set this way.
  • My world record gets rejected by @If_And_While. Official reason is I didn't use the autosplitter.
  • I used the autosplitter.

I'm pretty sure there was an unfortunate misunderstanding, so I will sit here and wait for my run to be rightly approved as there is no reason to reject it.

Kaladere, Vendettavic, and xtra2Ez like this
ItalyNazzareno3 years ago

Hi, everyone. I have set up a very simple Discord server for the whole series, since right now the few members of the community are scattered throughout four or five different servers. If it's okay for you, I will give the mods the invitation link to add it on the page and ask the same on the other games' forums and on the RE series Discords.

ItalyNazzareno3 years ago

Okay, referring to the thread about dgVoodoo. @Mogul mentioned DXWnd which he uses to make the game run and @If_And_While came up and said it's not allowed. Out of the blue. Why is a compatiblity tool randomly banned and that ban is not stated anywhere on the leaderboards? It feels like wandering through a mine field where each tiny thing that lets you play the game can also invalidate the run. And again, what are the reasons to ban DXWnd specifically while dgVoodoo, which also messes with the game to make it work on modern systems, is fine? Am I okay with tracking the framerate with GeForce Experience or is it going to invalidate my runs as well because duh? Is Windows 7 okay or do I have to upgrade to 10? May I ask for a nice and clean list of banned softwares and reasons for their bans instead of random answers to threads? Thank you, everyone.

Vendettavic and xtra2Ez like this
ItalyNazzareno3 years ago

Hi, everyone. So, here are five emulators being compared. Why are we doing this?

  • To see if IGT is consistent across emulators and, possibly, comparable to what we get on PSN platforms. The dream would be being able to reunite PSN and emulator in the same category, ruling them with IGT and keeping the competition nice and fair.
  • To see which emulator is faster (if IGT stays consistent).

The consists in playing the very first segment of the game (which is very linear, no surprises, not too much RNG) and saving the game, so that we get to see the IGT displayed on screen. Note: there was some lag in a couple of tests.

And yes, ePSXe, bad, oh no. I don't care, it's for science.

The results are interesting:

  • ePSXe and PSXJin are the fastest of the bunch and also have faster IGTs, which look consistent between them.
  • Mednafen, BizHawk and DuckStation are quite slower but still close one to each other. Their IGTs, again looking consistent between them, are slightly slower than what I got on ePSXe/PSXJin.
  • The RTA-IGT gap on ePSXe/PSXJin is around 22 seconds.
  • The RTA-IGT gap on Mednafen/BizHawk/DuckStation is around 26 seconds.

This test unfortunately proves that there are inconsistencies across emulators. I would suggest, and I think this is what @If_And_While wants to tend to, to find a single emulator solution. Next steps that come to mind are:

  • Gathering similar recordings of the game on PSP, PS3 and PSTV and compare the times between those and with the emulator times.
  • If IGTs are different even across PSN platforms it's going to be fun :D
  • If IGTs on PSN are consistent (= we can consider them all on the same level, comparable, competitive, fair) verifying if one of the emulators has IGT comparable to PSN.
  • If yes, considering the possibility of having that emulator as the only one allowed and reunite the categories.
  • If not, keeping the categories split (but again, in this case I would suggest having only one emulator).

ItalyNazzareno3 years ago

Hi, everyone. Long post ahead. Please, do not come up with collateral topics for the sake of keeping it to the points mentioned in the title. So, I know that If_And_While and Dimension_Bomber have been talking about gaps between PS1 and PS2 in other instances and probably about these topic as well, but straight to point: why no one ever noticed that huge gap between the times on PSP and Emulator? Assuming that IGT on the PS version (contrarily to PC version) is reliable (and it's reliable, since we are using it on the console category), assuming that While, Dimension and Deadhunter (which are the only ones with a PSP time on the leaderboards) have comparable PSPs, assuming that everyone else used pretty much the same emulator, you can see that the difference between PSP RTA and PSP IGT is around 4 minutes, while the difference between Emu RTA and Emu IGT is around 6 minutes, a little more in some instances (don't mind my current run. I fixed the lag and I'm submitting a lagless run right now, with a RTA-IGT difference of almost 6:30 minutes). From a very quick look at While's run, the first major difference I can see is the much faster loading times between camera angles and possibly on the door transitions, which I can see heavily affecting the run overall. DeepStackDave's run, on Emu, seems close to the loading speed I get on Emu. To me, this very quick and empirical comparison and the pretty solid gap in the times are enough to ask, as While did repeatedly, to split between at least PSP and Emu (I'm ignoring PS3 because I don't have experience on that and there is only a very old run on Hard mode, so not enough data, but the RTA-IGT difference in that case is ridiculously huge). If anyone wants a more consistent proof of the PSP-Emu gap, I'll do my best to gather recordings of the game running on the two platforms and make a comparison video. Since I've never paid a lot of attention to the Emu leaderboard, I kind of underestimated the issues claimed by While and Dimension, but now that I did a couple of runs myself I have to agree with them. The fact that the competition is still limited to a few people is an argument I understand against spawning a ton of categories, but in this very case I see the Emu category as unfair. No one can get even just third place without a PSP, and this takes me to the second point. RTA rules on PC because the IGT there is messed up. Fine. IGT rules on console because the IGT on the PS version is working great. Why doesn't IGT rule on Emu, where we are literally emulating the version with the nicely working timer? Is the IGT getting broken across different platforms? If it is, any real proof? Because right now what I see is that RTA is unfair against anything different from a PSP and it is still being used as ruling time. Moreover, I can see a consistency between Emu IGTs and PSP IGTs against the huge gap between RTAs. So, to recap, my point is that PSP/Emu/PSN category cannot be ruled by RTA because the game runs faster on PSP (or slower on anything else, I don't really care). I find it a quite important topic, now that we have some new runners on every platform, and unless someone gets world record with an emulator, I'm considering it impossible. So here are the solutions I can see:

  • Splitting between PSP category and Emu category and keeping RTA as ruling time (but again, why not IGT? It would be even better, if the categories were split)
  • Keeping everything together but using IGT as ruling time
  • Doing more research on newer/different emulators to see if there is a setup that can get results significantly closer to PSP (but this takes time and, in the meantime, runners like DeepStackDave will have to deal with an unreachable third place, which I find sligthly sad)
  • Buy a freaking PSP, everyone

Thank you for your attention.

xtra2Ez and Vendettavic like this
ItalyNazzareno3 years ago

Hello. So, I have had lot of issues trying to get DC2 working on the two emulators currently allowed for the PSP/Emu/PSN category. I've been told that those are pretty obsolete emulators as well, and I have been pointed towards RetroArch, on which the game runs smoothly. My request is to allow RetroArch and or other modern emulators (eventually with setup guides), so that the category becomes more accessible. I know that there is an old debate about accuracy between different emulators, but I'm okay with any emulator we find working well on that side. What is important is that people can easily pick up an emulator and run the game, in my opinion. Thank you for your attention.

ItalyNazzareno3 years ago

Hello. Since my calculations for load times in runs always were wrong, I took a look at the video guide and figured I was removing a lot of time from things like lobbies, victory screens etc. I then tried to retime my runs to check if now I was calculating them right, but the results were still quite different from the ones provided by the mods. In example, referring to New York (three chapters) 2 Players Easy, the time without loads I calculated is 26:22 while the official time is 26:56. I also tried to time the world record run in that category and I got 25:45 against the official 25:13. Now, I don't really know what I'm doing wrong and that's why I'm opening the thread. Here is what I'm considering as load time (because the issue must be here, I suppose):

  • Whenever "Loading" is displayed
  • The screen right before the loading where it says "Joining server" Thank you in advance.
ItalyNazzareno4 years ago

Hello, everybody. I may be asking a dumb question, but I've been looking on YouTube, Google and the speedrunning wiki for a complete guide on how to perform the level looping and I could not find a complete and detailed process. I know how to get through the death triggers (the first part of the glitch, which involves the inventory glitch), but then I am supposed to navigate through the levels in order to reach the level exit trigger or a specific point in the map. I saw NoobKiller Roof performing the dash during the level looping, in example, and I don't know how to do that, nor it is explained anywhere I looked.

So I'm asking if someone who's more expert than me could post, here, a guide for how to perform the dash during the level loop and eventually other important tech info I'm missing. Thank you in advance and have a nice day :)

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