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I would like to, if we had space for actual IL (individual level) runs. Due to the way SRC's layouts work, the individual level layout works a LOT better for the country/discipline combinations of "full" runs we can do in the game. The downside to this is that we then don't have an actual section for IL/time trial/single track runs. In-game leaderboards aren't great but suffice enough that ILs aren't as much of a priority when compared to having a speedrun leaderboard overview that's actually readable.
@Gearem_FX would you be able to write up a step-by-step guide on this glitch? Looks like you've finally managed to figure it out. :) Does this work on every track with an out-of-bounds or only specific tracks?
For being able to complete the run in as little (real) time as possible, i.e. speedrunning.
It's technically completely unrelated to the final time in the spreadsheet screenshots, but it's mostly just to sanity check that we haven't miscalculated anything if the loadtimes or weirdly high or low. Total load time to remove is just average load time * 12, so technically it is a part of the equation, but mostly it's just there for statistic's sake.
And the game does not have loadless RTA due to the timer not running in the menus.
Yes. Flip the car, jump the start, commit manslaughter after every race, it's all fair game. If you can find ways to skip menus and cutscenes that's all in scope as well. No discussion, it's always been that way since the first run of DR2, people just always fail to realise there's an extra minute of timesave if you jump the start for some reason, despite the first run on the board doing so. It's a speedrun, go fast, but any legal means necessary, that's how all speedruns (generally) work.
@Ludovico-Ltd sr.com doesn't give me notifications for forum replies, whoops. For anyone else reading further, yes it would be easier to use pure IGT, however because you can f*** about between stages in the tuning and repair menus it basically became a segmented speedrun imo. For this game I wanted to use loadless RTA so that this became a proper speedrun and actually be able to creatively abuse the game while still keeping everything single segmented like other Dirt speedruns.
@chbo Posts removed due to unnecessary repeated nature of the comments in other posts.
You would have spent an extra 10 minutes in menus/tuning/repair.
Yes. And I totally pay attention to the forum, yes >_>
Timing is not calculated by the average, timing is loadless RTA, so that the only time that counts towards the leaderboard is racing and menu time. Internal time is not accurate when you factor in penalties and tuning/repair time.
Forwarded from Viper Racing- "We have got a serious problem which is a Google drive link is being posted and is capturing your information. If you hover over a link and see these links PLEASE REPORT THEM TO ME OR ANY OF THE OTHER CMR/DIRT MODS IMMEDIATELY!"
Reminder to everyone to use a unique password for your email address compared to all other accounts and to turn on 2-factor authentication where possible.
So with regards to some recently submitted IL runs, it was discovered that running the game on the Xbox One results in a lower IGT than that of the video recording, and by extension of this, a lower IGT time compared to RTA. From the runs submitted, it can be extrapolated that the timer is slowing down to about 99.78% - 99.85% of what it should be (capture method doesn't appear to make a difference), as extrapolated from runs 100-120 seconds long. In practice, this is estimated to be resulting in a timer save of about 0.15s per minute.
2 possible reasons for this. One is that the Xbone is actually running the game ever so slightly slower than intended, meaning cars would accelerate and turn slower at a slightly lower rate. However this would give a theoretical advantage in ILs of having better reaction times by playing in a slowed-down version of the game, but I'd argue that the slowdown effect would be so small that it wouldn't be humanly perceivable and thus not at all helpful. The other is that the game is running at the same speed as PC, but the in-game timer by itself is actually running slower, which would actually quite a significant advantage for IL runs as it would be a free 0.15s per minute for absolutely nothing. In that case Xbone runs would need to be retimed to RTA for fairness.
Unfortunately it seems very difficult to test which of these scenarios is actually happening, due to the non-deterministic nature of the physics engine preventing the creation of two exact runs to be created on the different systems, as well as not being able to test replay files between Xbox and PC. The former scenario of the game overall slightly slowing down is most likely, given that this is an older generation game running on newer hardware and that tends to be a thing as seen with other games, however of the evidence I have reviewed it is entirely possible that the timer is just running slower but the acceleration and turning rates are the same, however the evidence is nowhere near conclusive enough.
Regarding ILs, for the time being I'm going to approve runs under the assumption that the entire game is running slightly slower, as this seems most fair to those running on those systems as well as being a lot easier to verify. However it is worth keeping in mind that if the situation is actually just the timer misreporting then these runs will need to be retimed to RTA.
For full speedruns, scenario 1 would mean that there's a slight disadvantage to running on Xbox One over PC (combined with the other disadvantages) that should be noted. Scenario 2 has no real effect to these categories. So overall no real issue here.
Our primary submission platform is PC. This is honestly the first console submission that we've had that I'm aware of, and never had this issue thus far. I think the issue might also be related to the fact that this is an Xbox 360 game running on a newer console. Thus another suspicion could be different clock speeds between the original 360 and whatever the Xbone is doing to run them. Which might mean that either the IGT
So I'm a mod for Dirt 3 and we've had a few runs submitted on the Xbox One, but I've noticed that the video time and the IGT displayed are different. I'm trying to work out whether it's the Xbone's capture that's slowed down or whether the game itself is being slowed down etc. I was wondering whether anyone had advice for how other communities might have dealt with this or similar issues? Not sure whether it's right to approve by IGT with this anomaly.
Apologies for not seeing this, was expecting to get notifications for any further replies on this thread. Category/s added now. Feel free to submit those runs now, vid still must have the car selection menu for category verification though, so the yt vid would need to be re-edited but the full twitch stream would be fine.
If anyone bothers to record a full run for it then I'll add a spot for it on the leaderboards.
Title. Apparently this was never added to the board for some reason.