The loading times are way too long on PS4 compared to PC so even if you have the same speed beating every enemy you will still have a speedrun that is behind by at least 1 minute on console from the loading screens. I suggest we use the igt from each fight to determine the actual time of the fight. And then add up each matches igt at the end of the run.
Example: Zekros Arcade Run is 7:55 Real Time and 3:32 seconds In Game Time. And my run is 9:46 Real Time and 3:30 seconds In Game Time. So my run is technically faster but there are almost 2 minutes extra loading times because I am on console.
Timing for igt would be super easy to as you would just subtract whatever your end time from each round is from the start time (99 seconds). So example after round 1 the fight ends at 82 seconds so you would subtract 99-82=17 and that would be the time for that round and you would do that for each round and then add up your total time after completing the Arcade Mode.
My Run: Zekro's Run:
The major issue I have with using IGT is that supers pause the timer entirely for their duration. Also, how would one separate a 17.99 second round vs a 17.01 second round using IGT that only counts in full seconds?
the early sonic games are still measured with igt due to issues with the score taking so much time despite the games getting optimized to a point where that 1 second is a major difference
That is to encourage going better gameplay over waiting at the end of the stage for levels shorter than 30s. If IGT still counted during supers or had a final time at the results screen, then there would be a compelling argument to use IGT. Otherwise you encourage strategies that are not supposed to be optimal (farming meter for the super to save multiple seconds each round).
That would definitely be the best way to fix PC loading discrepancies, but it doesn't solve the issue between console and PC versions. It might be possible to use a screen based load remover since the loading screen has a consistent appearance.
For the Supers Issues we can determine how long each Super is and add that to the end times. Also the difference between .99 and .01 seconds is a lot less of an issue than 2 minutes of load times. My other suggestion (if we dont use igt) would be to have each category split inbetween PS4 and PC.
And coming from someone who Modded Dragon Ball FighterZ we never moved to IGT and it completely ruined the Console runners motivation to even try because it was impossible to match up with PC players.
Except how do we time if the super downs mid animation? Do we count when the opponent's HP hits 0, or when the animation actually ends? What about the extra animations for close hits? There's too many variables to make a clean decision.
As stated earlier, it would be better to make a screen capture based load remover for PS4/livesplit plugin for PC instead of relying on a timer that isn't intended to time accurately.
Im fine with whatever makes the competition between PC and PS4 players fair.
I've made a basic load remover profile using Autosplit Helper and uploaded to the resources tab. From my limited testing, it should pause Livesplit for 99% of the long loading screens. It will need manual setup for each runner, but it's better than nothing.
Any way to use it on videos already recorded? I record directly from PS4 so I cant use livesplit etc.. while recording.
Hey guys, just got through moving Arcade Mode over to ILs, and came across this forum. There's a lot of points here but I largely echo TyRy's sentiment of "Im fine with whatever makes the competition between PC and PS4 players fair." The PS4 version loads much slower than the PC version of the game and while IGT could be a potential solution, there are a lot of nuances with it that are annoying (it would be nice if it just kept IGT for you).
Separating PC and PS4 sounds like a good idea to keep competition fair in that case, even extending to RPG Mode. I would like to hear feedback on this in the future!