To keep the game accessible for everyone and the competetive playing field even at the same time, the mod team decided to retroactively set a max fps cap at 60 FPS. This means that all future runs will be required to cap between 24 FPS and 60 FPS to be eligible on the Leaderboard Runs that got rejected retroactively because of this ruling: https://www.speedrun.com/swe1r/run/yj4vp23y https://www.speedrun.com/swe1r/run/y81p72nz https://www.speedrun.com/swe1r/run/y6le151y https://www.speedrun.com/swe1r/run/y41lo0ky https://www.speedrun.com/swe1r/run/m31j2r4z https://www.speedrun.com/swe1r/run/yw4w280z https://www.speedrun.com/swe1r/run/y6l79rjy https://www.speedrun.com/swe1r/run/z57gg8jm https://www.speedrun.com/swe1r/run/yoj0g55m
General: Swe1r/SWR --- Star Wars Ep. I Racer RTA --- Real Time Attack (Full game/circuit runs) IL's --- Individual Level Time Attack NU --- No Upgrades MU --- Max Upgrades FT --- Full Track ASU --- Arbitrary Speed Units RNG --- Random Number Generation aka Luck SRC --- Speedrun.com CS --- Cyberscore.me.uk TFPS --- Traction/FPS setup MFG --- Maximum Fall Glitch
Category Specific: AMC --- Amateur Circuit SPC --- Semi-Pro Circuit GC --- Galactic Circuit AT --- All Tracks NG+ --- New Game+ Any% --- Complete the game without restrictions 100% --- Win all 25 Races
Tracks Boonta Training Course --- TBTC/BTC Mon Gazza Speedway --- MGS Beedo's Wild Ride --- BWR Aquilaris Classic --- AQC Malastare 100 --- M100 Vengeance --- VEN Spice Mine Run --- SMR
Sunken City --- SC Howler Gorge --- HG Dug Derby --- DD Scrapper's Run --- SR Zugga Challenge --- ZC Baroo Coast --- BC Bumpy's Breakers --- BB
Executioner --- EXE Sebulba's Legacy --- SL Grabvine Gateway --- GVG Andobi Mountain Run --- AMR Dethro's Revenge --- DR Fire Mountain Rally --- FMR The Boonta (Eve) Classic --- TBC/BEC
Ando Prime Centrum --- APC Abyss --- ABY The Gauntlet --- GAU Inferno --- INF
---WIP will complete later---
So since I've come from a speedgame where this was very much an issue I realized Lego Racers 2 might have the same problem. I've compared the loadtimes from the top 5 any% runs and it varies between 6 tenths on the lower end up to 9 tenths load time per load screen. It might sound neglectable at first but if you consider this game has probably over 50 load instances it starts to add up (Obviously this gets even worse in 100%). I could already determine that some Dgvoodoo setting play a part in this. For example enabling unforced resolution and fast video memory access makes the load times skyrocket for some reason (Waaay above 1 second per load) My other suspicion is that frame rate might also play a part in this (ie higher frame rate = less load time)
The easiest way to fix this is probably using an autosplitter (which shouldn't be too hard to make for this game) but I am curious what the long standing LR2 community members think about this.
In any case, hope you have a nice day