(He/Him)
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So now that a few runs have come out with the Preview builds with significant variability between the IGT vs RTA, let me try to explain a bit better what's going on, and why I am hesitant to make the switch; |
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(He/Him)
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I'll let others decide that. @hahhah42hahhah42 said he did feel he had an advantage using IGT for his runs time. |
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I have a few ideas for this, but only suggestions (and a bit of speculation which you can point out if it is invalid or wrong), If we do use RTA runs for times, IGT and RTA should be in separate categories and here is why I think that. While I am leaning towards IGT, and all being said, the better runner is leaning towards RTA. Either way, or rather either means of timing the game, I am accepting of and will respect the decision. I will continue to run the game, if I have the advantage or disadvantage, and please, inform me if any of the points I made are invalid as I am not the most amazing when it comes to all this wacky technology bs. |
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(He/Him)
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The only thing I should clarify in your post, @jakersisjakersis, is regarding point #2; that the RTA should not be any different between "fast" / "slow" PCs; it's the internal UNIX time-stamp; responsible for keeping your system clock accurate. Your PC would have to be in pretty rough shape for this not to match up. |
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jakersisjakersis likes this. |
hahhah42hahhah42
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QuoteAh, so then the IGT is probably counting the frames in the ms instead of converting them to the proper decimal value. I wasn't aware the game was running at 35 fps, so the numbers threw me off that possibility. Honestly, that makes me less opposed to IGT, provided we start converting the ms properly. I was concerned that something else was going on. |
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Well, I could amend the algorithm that converts the total tally of frames into Minutes:Seconds.Milliseconds; I think the only thing that's inaccurate about it right now are the "milliseconds", which could only be interpolated from the frame-count, for example; 7 frames divided into 35 = .2 "milliseconds" |
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