Timing Update going forward
3 years ago
Los Angeles, CA, USA

With the newest update to Robot 64 there was a timing update making all previous In game times null and void.

The changes include: -in-game time starting if you can move during a fade out (caused by token canceling) -skateboard points timer stopping during fade-outs as the in-game timer does as well (Thanks are given to Thepokemonkey123 for these changes)

To preserve runs, us moderators have converted all those old runs into the permanent RTA also known as the time of a run from start to finish in the real world. Runners will now have both their In-game time and Real-time displayed in the same variable/section.

The RTA conversion is thus:

-All video runs had their times changed to the total time from timer appearance to the time the sun was gone

-Twitch runs had their times counted from the second/half-second the runner moved to the second/half-second the sun was destroyed using the method known as eyeballing. If they had any milliseconds in their previous time they kept that for their RTA time.

-YouTube runs had the total frames counted using frame tools. The thousandth of a millisecond or .00X not counted as the in game timer does not have it as well

-Any first movement IGT manipulation was accounted for

-If you had a run that showed an RTA counter in the game then that was the time your run was changed to

-If you submitted a picture instead of a video that didn't show RTA then 1 minute was added to your time for RTA as that gives the runners the benefit of the doubt concerning their load-times.

-God bless the people that used live-splits, there were so many runs

Some of the top runners times have been converted into the new In-game-time by moderator Doublesurt. These times might vary in the future as we come to understand accurate timing methods.

A problem for new runners is that the skateboard points timer stops unlike how it did for previous runners. Making a discrepancy in RTA time between now and the past. So any runs submitted before 3/9/21 will be slightly faster in real-time. No action as of yet has been decided to fix this

The mod team has finished No BL as of now. Categories will sort by RTA since if they were sorted by in-game time, then any runner with an in game time would be higher up than all runners without one. All runners have RTA henceforth the decision.

An Idea for Any% is that Real-time includes set-up of a dupe and In-game time just has the run.

All Categories will be fixed/changed if they need to be updated. This includes Category Extensions. There are no plans yet for specific changes.

If anyone has any complaints or ideas to change the method currently used then please voice them. Please give any runs you care about a glance to see if your okay with changes.

ateamgaming52 piace questo
New Jersey, USA

Note: Not everything is done yet, just a majority of it. If you submit a run to 100% No Major Glitches, for example, it would appear to be first place since we did not fix that yet.

Texas, USA

How to fix the faster RTA issue due to points timer running through loads:

  1. Time the loads the points timer runs through using a frame timer/SPRT.
  2. Add the times together.
  3. Add the sum to the final RTA time.

IMPORTANT: Don't do this for guard fadeouts and/or voidouts.

Modificato da l'autore 3 years ago