Posting this for transparency/clarification
Runs that are not timed using in-game time(Karting) are timed using RTA with a frame timer - https://slashinfty.github.io/yt-frame-timer/
Any external timers used are ignored(Livesplit/Wsplit)
Timing differs per category and this information can be found on the run's rule page.
Using Surgery as an example, timing starts on the frame after the loading screen goes away.
This is the loading screen:
And so, timing starts here:
Timing ends on the first frame that the victory text appears -
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Timing starts on first movement input(moving or switching hands)
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To make timing as consistent as possible, please show the loading screen leading up to the run, and don't cut the video too short - leave at least a few seconds at the end.
https://slashinfty.github.io/yt-frame-timer/ For timing runs I use this tool, using a timer is not needed and I will retime the run regardless of the timer.
Example of how runs should be clipped:
After reviewing the recent 11 second runs, it has come to my attention that the in game time is wildly inaccurate. Due to this, top level runs will now be timed with real time.
Proof of in game timer being inaccurate: https://streamable.com/umeisu
I'd love to add more categories, but a lot of levels simply aren't suitable for speedruns. For example, Jenga simply has no completion criteria, meanwhile Tanks and other multiplayer modes are too multiplayer-dependent.
Feel free to leave any ideas.