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Old 05-9-2013, 07:30 PM   #2
Dynam0
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Join Date: Sep 2005
Location: North Bay, ON
Age: 36
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Default Re: Lets talk about NPS and see if we can create a better in game Difficulty calculat

I was considering SM calculating localized density first in terms of specific areas of the file in order to eliminate the problem Jousway described (having the song be 12 nps for 90% and then 36 nps at the end or something like in trollstream).

Another factor is pattern choice. The obvious answer would be to attempt to calculate density specific to one column. This way jack-type patterns would carry much more weight into the difficulty equation.

However, going off of density alone isn't enough since you can make a file harder just by the type of rhythmic variation (poly rhythms and odd syncopation really screw this up).



To get it absolutely correct, you'd have to make an index of some preset patterns and give them number values based on how difficult they are. These values will be functions of bpm as well since a running man at 300 bpm is much harder than one at 250bpm for instance. Big question here is can SM actually detect specific patterns that are 5+ notes long? Even granted that you could do this, transitions and stamina matters can't even be taken into account. In addition to the fact that there are thousands upon thousands of poly-rhythmic patterns that the program would have a bitch of a time calculating, for example if you have a colour-note guitar solo or something. It would have to quantize the distances and 'approximate' to a pattern in the index that best matches what was analyzed


So many factors in this. It's more beneficial to simply have a few people play-test the file and rate it manually.

Last edited by Dynam0; 05-9-2013 at 07:39 PM..
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