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Old 08-5-2013, 04:03 PM   #101
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Default Re: Why aren't rates above 1.0 counting for scores?

ffr on rates uses millisecond timing, not frame timing. i found that in a post somewhere. will edit this post when i find the link to it

edit: found it here and a few posts before it in that thread
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Old 08-5-2013, 04:12 PM   #102
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Default Re: Why aren't rates above 1.0 counting for scores?

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Originally Posted by PaperclipGames View Post
Point out where I was speaking about Skeletor. I know fuck all about Skeletor. My point is that I'm pretty sure that rates changes frames, and thus may fix framers or create any - in general.
argument invalidated by previous 2 posts

also, 100% yes to what ji said. hindering forward progress towards fun ffr because a couple songs. Plus, all of the people actually putting the argument against to the test are proving that it really holds no ground almost
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Old 08-5-2013, 04:23 PM   #103
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Default Re: Why aren't rates above 1.0 counting for scores?

i want to see what one of the game managers thinks because other than a possible few files, everything is more difficult on higher rates.

semi-related: why not record scores on frame rates above 30?
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Old 08-5-2013, 04:24 PM   #104
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Default Re: Why aren't rates above 1.0 counting for scores?

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semi-related: why not record scores on frame rates above 30?
They do record.
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Old 08-5-2013, 04:25 PM   #105
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Default Re: Why aren't rates above 1.0 counting for scores?

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i want to see what one of the game managers thinks because other than a possible few files, everything is more difficult on higher rates.

semi-related: why not record scores on frame rates above 30?

wat

60 fps records score for me
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Old 08-5-2013, 04:25 PM   #106
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Default Re: Why aren't rates above 1.0 counting for scores?

60 fps records i think
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Old 08-5-2013, 04:26 PM   #107
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Default Re: Why aren't rates above 1.0 counting for scores?

fission plays on 120 iirc, no idea why that doesn't record
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Old 08-5-2013, 04:27 PM   #108
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Default Re: Why aren't rates above 1.0 counting for scores?

i don't recall them recording @ 120 fps, but I'll check again
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Old 08-5-2013, 04:28 PM   #109
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Default Re: Why aren't rates above 1.0 counting for scores?

120 fps holy
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Old 08-5-2013, 04:30 PM   #110
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Default Re: Why aren't rates above 1.0 counting for scores?

120 hz monitor yo
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Old 08-5-2013, 04:53 PM   #111
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Default Re: Why aren't rates above 1.0 counting for scores?

decrease it to 90 like me.. i'm sure you can bear with it
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Old 08-5-2013, 04:58 PM   #112
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Default Re: Why aren't rates above 1.0 counting for scores?

My scores have been recording on 30, 50, 60, 80, and 100 fps respectively, so, lol.
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Old 08-5-2013, 05:44 PM   #113
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Default Re: Why aren't rates above 1.0 counting for scores?

i use 120 lol
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Old 08-5-2013, 05:47 PM   #114
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Default Re: Why aren't rates above 1.0 counting for scores?

Wanted to chime in about files that can be cheated -- Legacy files with jumps unintentionally separated will get close enough to hit as jumps, making certain files with splits noticeably easier. It also will tighten frames in songs with inconsistent spacing between notes, making you less likely to get a good if you hit evenly in something like SSSG.

If a person is good at streaming but can't one-hand trill, Vertex Beta 1.1x might lead them to a somewhat undeserved good score by hitting the trills as 8th jumps.
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Old 08-5-2013, 05:55 PM   #115
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Default Re: Why aren't rates above 1.0 counting for scores?

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i use 120 lol
welp, guess that's settled.
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Old 08-5-2013, 05:56 PM   #116
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Default Re: Why aren't rates above 1.0 counting for scores?

i played vertex beta on 1.5/1.6 a couple times and even then the trills can't be cheated as jumps

also for legacy songs, for the files that have split jumps, you need to play them on rates at least 2.0 for the split jumps to become normal jumps - which in turn make the rest of the files insanely hard (jacks)
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Old 08-5-2013, 08:25 PM   #117
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Default Re: Why aren't rates above 1.0 counting for scores?

so i've been talking a bit w/ bmah

what do you all think of a compromise: one of the points bmah brought up was that it's really unfair to the music artists to basically have their music glazed over by rates. It's a valid point, and I see where he's coming from.

What if you had to make a couple full plays through the song before rate score saving was enabled for that song
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Old 08-5-2013, 08:28 PM   #118
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Default Re: Why aren't rates above 1.0 counting for scores?

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Originally Posted by YoshL View Post
so i've been talking a bit w/ bmah

what do you all think of a compromise: one of the points bmah brought up was that it's really unfair to the music artists to basically have their music glazed over by rates. It's a valid point, and I see where he's coming from.

What if you had to make a couple full plays through the song before rate score saving was enabled for that song
That actually sounds pretty fair. Reminds me of how osu has these options to turn off annoying things like video/storyboard/map-specific skin/map-specific hitstounds/etc but in order to turn a lot of them off you need to play the map with the original settings first like the mapper intended.
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Old 08-5-2013, 08:31 PM   #119
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Default Re: Why aren't rates above 1.0 counting for scores?

eh idk about 'couple' full plays, i'm not sure if everybody would want to play through The Games We Played 3 times full before having rates record


not everybody will play every song on like 1.5 or something, i still feel like by music artists giving us permission to step the song, we get it onto ffr and we have the option of playing it whatever rate we feel like

also most of the songs sound pretty good on like 1.1 still haha
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Old 08-5-2013, 08:32 PM   #120
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Default Re: Why aren't rates above 1.0 counting for scores?

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couple full plays
one
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