thread: Speedrun timing
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02-26-2015, 06:55 PM
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Havoc
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Oh also Havoc your suggestion about starting and stopping the clock all of the time is bad, because it introduces a lot of human error to the final times. Just starting and stopping at the beginning and end can be bad enough when fractions of a second count.
Not really. Because times on SDA are generally verified by other users and if they don't know how to rule a timing, the site managers will give their verdict on how a game should be timed. You want to run this game properly, you have to do it segmented between every single loading point. If you want to do a single run then someone is going to have the daunting task of counting frames near every single load moment to determine who control is gained and when it is lost.

But seriously, I do not get the problem. The rules, for SDA at least, are right there on their website for everyone to read.

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How are runs timed?
If a game displays a time upon completion, and this time is tested to be accurate, then the timer will be used. An example of an inaccurate game timer is one that doesn't display the exact time when a player saves, such as Star Ocean 2's timer, which drops seconds when saving. Some game timers don't count time at pause/inventory screens, dialogs, cutscenes, etc., so the time can be significantly less than the video length. Some games have a timer but it can't be seen at the end of the game. In most of those cases the timer will be ignored. For some games like RPGs, however, such timers are displayed in a menu screen that you would be looking at before the final battle; that time will be noted and real time from that point added on.
For games without timers, a simple real-time measure is used. When the player first gains control of the game's character, timing begins. At the end when control is lost, even if that's long after the final battle, the timing stops. Possible movement that can occur during or after the ending credits does not count. For segmented runs, timing for a segment stops at the first system-dependent activity, usually the actual saving. When loading, the timing resumes at the point when the game was saving or displaying the password. For runs over three hours, the seconds are dropped because slight variations in recording speed can become significant.
For games that let you save anywhere (i.e. without save points), a half second save penalty is added for each save. This is designed to discourage someone from potentially using thousands of segments in a run. We do not restrict segmentation in games with save points because the save points themselves are already a form of restriction. The half second penalty applies to both regular saves and quicksaves; menu time isn't counted for regular saves. However, autosaves incur no save penalty since the runner cannot avoid them.
Not only that, but AO and AE are both on SDA and both have the same loading time issue. So why does Shade insist that loading times are an issue when they very clearly aren't?

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But the PC version has load time differences. Pc will eithe rhave a severe disadvantage or advantage.
Dude, seriously, Samlaptop (the person who currently holds the 100% record for both AO and AE, which you are hopefully well aware of) literally just told you that loading times are not added into the timing. Ever. Why are you still contesting that? -_-
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Last edited by Havoc; 02-26-2015 at 07:04 PM..
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