Quote from: simoroth on November 19, 2011, 07:37:49 PMQuote from: PJBottomz on November 14, 2011, 09:05:16 PMQuote from: Tranquilite on November 02, 2011, 08:33:24 AM
It looks like 2.0 runs significantly slower than 1.2. for example, if you enter a time trial, and compare the game's timer with a stopwatch application, you should get something like this:
Turns out the time difference is about 6 seconds every 5 minutes. While I am unsure why exactly the game runs slower, I suspect it may have something to do with the framerate. When I was doing some sample video recording of version 2.0, I noticed that I would get a duplicate video frame once every 50 frames when recording at 30 fps (VVVVVV 1.2 has no duplicate frames at 30fps). I thought that perhaps the game was running at NTSC 29.97 fps but this only resulted in one duplicate frame every 54 frames. Then I noticed that under "nearest ms" heading of virtualdub (the capture program I use) there was an option of 29.41 fps, which incidentally enough seemed to be the exact framerate 2.0 was running at as my captures no longer had duplicate frames.
My hypothesis is that VVVVVV 2.0 runs the timer as if it were running at 30fps when in actuality it is running at 29.41 fps, thus causing a discrepancy in the timer. This correlates with observed data, as 29.41fps/30.00fps = .9801 and 306s(5min, 6s)/300s = .980.
So in fact version 2.0 is actually running at 98% the speed as version 1.2. while that doesn't seem much, the error really adds up over the course of a single play through.
Um... why do you still have 2.0? Terry released the 2.1 patch long ago.
Wow thats very strange.
I've found the issue. Its a minuscule rounding error due to the locked framerate on flash vs C++.
We never spotted it because Terry and our testers can finish most areas in about 30 seconds. :p
I'll fix that now.
Edit: Ok in game timers are now based on ticks and super duper accurate. Update goes live tonight.
I hate to nag, but it has been a month or so since this bug has been reported fixed, and we still haven't seen a new patch implementing it. Is the final release of 2.1(or whatever comes next) in the works, or is this bug fix never going to see the light of day?