Difference between revisions of "Game speed"

From Staredit Network Wiki
Jump to: navigation, search
(Created page with "{{stub}} I'm recreating a page here that seems, from all I can tell, to have previously existed prior to the recreation of the Wiki in March 2015 to flush out the spammers tha...")
 
(Added Timings)
 
(6 intermediate revisions by one other user not shown)
Line 2: Line 2:
 
I'm recreating a page here that seems, from all I can tell, to have previously existed prior to the recreation of the Wiki in March 2015 to flush out the spammers that had formed a hostile takeover. I've never seen the page before and the following are just my empirical observations from a test map in SC.  
 
I'm recreating a page here that seems, from all I can tell, to have previously existed prior to the recreation of the Wiki in March 2015 to flush out the spammers that had formed a hostile takeover. I've never seen the page before and the following are just my empirical observations from a test map in SC.  
  
Frame time is in direct sync with game time; game speed alters game time. Game time on Fastest is roughly 1.5x realtime, but it seems to vary slightly as in SC2. Gamespeed normal varies a bit from 1.0x realtime as well. Using Wait(0) Hypers, ie every other frame of animation, Starcraft runs a trigger cycle 8 times every game second. From this we can extrapolate that there are 4 frames of animation per game second. Regular non-hypered trigger check interval is 16 per 15 game seconds. This doesn't line up correctly with an even frame interval; it may either be that default trigger cycles indeed are not synchronous with the basic frames of animation, and thus are odd and rounded, or that there is a slight error in my observations.
+
Frame time is in direct sync with game time; game speed alters game time. Game time on Fastest is roughly 1.50x realtime, but it seems to vary slightly as in SC2. Gamespeed normal varies a bit from 1.00x realtime as well. Using Wait(0) Hypers, ie every other frame of animation, Starcraft runs a trigger cycle 8 times every game second. From this we can extrapolate that there are 16 frames of animation per game second. Regular non-hypered trigger check interval is at 31 out of 32 frames. Therefore, there are 31 frames per trigger check on normal trigger cycle speed.
 +
 
 +
Regular Trigger Cycles
 +
 +
1 Tick * 1000 ms * 1 Trigger Cycle = 1000 Trigger Cycles ≈ 0.8 Hz
 +
42 ms 1 Second 31 Ticks 1302 Seconds
 +
 +
Hyper Trigger Cycles
 +
 +
1 Tick * 1000 ms * 1 Trigger Cycle = 1000 Trigger Cycles ≈ 11.9 Hz
 +
42 ms 1 Second 2 Ticks 84 Seconds
 +
 +
Single Tick Hypers
 +
 +
1 Tick * 1000 ms * 1 Trigger Cycle = 1000 Trigger Cycles ≈ 23.8 Hz
 +
42 ms 1 Second 1 Tick 42 Seconds
 +
 +
 +
Game Seconds
 +
1 Tick * 1000 ms * 1 Game Second = 1000 Game Seconds = 125 Game Seconds
 +
42 ms 1 Second 16 Ticks 672 Real Seconds 84 Real Seconds
 +
 +
 +
First trigger cycle occurs when elapsed game ticks equals 2
 +
 +
"Note that game seconds (as seen in conditions like elapsed time) increment every 16 ticks,
 +
and regular trigger cycles occur every 31 ticks, this causes unintuitive behavior where some
 +
""elapsed time exactly"" triggers will run and some won't as well as tricky to align time/trigger cycle values"
 +
 +
Regular Trigger Cycle Tick Game Time
 +
1 2 0
 +
2 33 2
 +
3 64 4
 +
4 95 5
 +
5 126 7
 +
6 157 9
 +
7 188 11
 +
8 219 13
 +
9 250 15
 +
10 281 17
  
 
==See also==
 
==See also==
 
*[[Regeneration]]
 
*[[Regeneration]]
 
*[[Hyper Triggers]]
 
*[[Hyper Triggers]]
 +
 +
[[Category:Reference]]
 +
[[Category:StarCraft]]

Latest revision as of 02:02, 1 August 2023

This page is a stub. You can help out by adding more information.

I'm recreating a page here that seems, from all I can tell, to have previously existed prior to the recreation of the Wiki in March 2015 to flush out the spammers that had formed a hostile takeover. I've never seen the page before and the following are just my empirical observations from a test map in SC.

Frame time is in direct sync with game time; game speed alters game time. Game time on Fastest is roughly 1.50x realtime, but it seems to vary slightly as in SC2. Gamespeed normal varies a bit from 1.00x realtime as well. Using Wait(0) Hypers, ie every other frame of animation, Starcraft runs a trigger cycle 8 times every game second. From this we can extrapolate that there are 16 frames of animation per game second. Regular non-hypered trigger check interval is at 31 out of 32 frames. Therefore, there are 31 frames per trigger check on normal trigger cycle speed.

Regular Trigger Cycles

1 Tick * 1000 ms * 1 Trigger Cycle = 1000 Trigger Cycles ≈ 0.8 Hz 42 ms 1 Second 31 Ticks 1302 Seconds

Hyper Trigger Cycles

1 Tick * 1000 ms * 1 Trigger Cycle = 1000 Trigger Cycles ≈ 11.9 Hz 42 ms 1 Second 2 Ticks 84 Seconds

Single Tick Hypers

1 Tick * 1000 ms * 1 Trigger Cycle = 1000 Trigger Cycles ≈ 23.8 Hz 42 ms 1 Second 1 Tick 42 Seconds


Game Seconds 1 Tick * 1000 ms * 1 Game Second = 1000 Game Seconds = 125 Game Seconds 42 ms 1 Second 16 Ticks 672 Real Seconds 84 Real Seconds


First trigger cycle occurs when elapsed game ticks equals 2

"Note that game seconds (as seen in conditions like elapsed time) increment every 16 ticks, and regular trigger cycles occur every 31 ticks, this causes unintuitive behavior where some ""elapsed time exactly"" triggers will run and some won't as well as tricky to align time/trigger cycle values"

Regular Trigger Cycle Tick Game Time 1 2 0 2 33 2 3 64 4 4 95 5 5 126 7 6 157 9 7 188 11 8 219 13 9 250 15 10 281 17

See also