Just in case someone isn't aware, the number next to Any% is the 'try' he is on. Dist has 3209 runs and he is hard on himself for every little mistake in every one. This is why he is a god tier speedrunner.
I hope Ludwig knows this. Distortion did 3209 + runs, probably even more that he might have played casually, or offstream in training. Ludwig seems to do like 7 runs (he said 70hours, and he averages around 30 mins so that is only 140 runs if he played to the end and didn't just practice one section or reset a lot) and then rage because he didn't get it smoothly. Ludwig 140 runs Distortion 3209 runs People should know to "git gud" you do just need to grind thousands, maybe even tens of thousands of times to get there. Just depends if you can be fk-ed doing it.
I think some of those hidden glitches are intended for development purpose. I'm not a good developer, but I do some personal games for myself. And sometimes when you're doing some levels and stages, i'm sick of doing the whole process over and over again for so long just to test the end part. So I basically added some hidden functions out there. That's the reason why almost all games have admin mode or cheat codes to test everything in an instant. Some insane jumps are bugs of the physics engine. FPS matters coz the calculations like physics and stuffs are mostly based on frame rates, collisions, speed, etc. But in my own perspective, it is fun to see people discover hidden things.
yeah as a dev myself, we are using cheat codes as well to test things faster before shipping to public, but we protected the cheat code via a password, so people wont have access to it
Been watching Distortion for awhile and he’s a beast. Gives good commentary too during his GDQ runs. Glad he gets the respect he does in the speedrunning community
Beep bop... I'm the Philosophy Bot. Here, have a quote: "It is the mark of an educated mind to be able to entertain a thought without accepting it" ~ Aristotle
First reaction from a streamer I've seen in years where genuine insight and commentary is provided instead of sitting around saying nothing or mindlessly screaming at every minor skip
Whenever I go down a speed run deep dive distortion2 is always at least competing for a top time. Dude is so consistent across so many games its wild. Glad he's getting more attention with this run.
For the FPS glitch, it refreshes the physics every frame at 30fps, but the calculations are still running at 60fps. So there are two cork pops recorded for that frame. If you left it at 60fps, the physics would refresh at the same rate it’s being calculated
I think it's ok that they add new routes for speedrunners like the one on the rail, if only removes boring parts then that helps not only make the run more fun, but it also helps making it more fun to watch.
@@D0nKeY It would have to be a pretty major rework, this way it just skips the boring useless part using the mechanics already present in game which is fair enough.
@@januszkurahenowski2860 I guess the easiest way is to add multiple beds that EACH respectively launch you in different directions for that skip; so that way, there's more skill, difficulty, and chances of marginal error whenever speedrunners use that shortcut. As in, there'd be 2 different ways to launch yourself over the rails using those handful of beds, but YOU'D need to figure out either pattern in order to master the shortcut.
Distortion is machine, he shows up, smahses WRs and leaves, he's one of the all time greatest Dark Souls speedrunners, no idea how many world records he's had over the years, hundreds, maybe thousands
Distortion spent 30 hours to create the boat skip. These things look crazy but they are all logical if you think like a programmer. The boat skip for example Distortion describes it as a way to store momentum and then release it.
@@MrBa143 Momentum is stored in a variable if you can manipulate the value of that variable then you can manipulate how fast your avatar can move. Placing the avatar in a confined space and then spamming jump manipulates the momentum variable into ever increasing value until your avatar is moving so fast that collision boxes could no longer keep your avatar from moving allowing your avatar to teleport a great distance.
17:30 "The physics are tied to the frame rate." This is true for a lot of games and while I have worked on a game myself, I'm not necessarily sure why this is the case. Even a game as old as Cave Story (the game is literally older than I am) has a "feature" where you will fall faster if you run the game at a higher frame rate which actually saves a considerable amount of time.
Cause some games run code every frame, ergo the “move player x units” happens more often. Instead of making a frame-independent system some devs just add a band-aid fix that tweaks lower FPS physics to be the same as higher FPS physics
Glad to see distortion getting the promotion and respect he gets as being one of the top OG speedrunners, we sit and watch his perfect WR runs in sub 20 mins but forget he grinds like 8+ hours a day of constant fails, close misses and still has patience where majority of us would have Uninstalled by now, one miss jump where he has to climb costs him a WR run that's absolutely mind-blowing, W distortion
Literally just got done watching Dist do his run lmao, been watching since before Cuphead patched the weapon switch glitch, he really popped off when Elden Ring came out as well, couldn’t be more proud
Having Lud there makes watching a world record speed run a different beast. I don’t think I could’ve gotten through the speed run with my tiny little pee brain so I’m glad Lud is here
I started watching Distortion2 back when he was doing my favorite game, Shadow of the Colossus, and then another favorite, Little Nightmares. He inspired me to try speedrunning, which I'd never really been into, even as a gamer for like 35 years. I did runs of all my favs: SOTC, Ico, Little Nightmares, as well as for Shadow Tower (Ps1/ Fromsoft game)(shout out to Meauxdal). Haven't followed D2 for awhile, but happy to see him still grindin'!
The devs will keep making tiny changes to keep the speed runners interested & uploading videos. Every new video posted attracts more new players. Free promos more or less
The game got popular and devs have used these speed runs to develop the game better. Once they find all the flaws and they stop developing, the true speed run time will be recognized.
Exactly. The bed at the railway is a great example of this. It wasn't added for speedrunners but the overall experience. Having to run up the railway with nothing to do for a minute and a half is just unnecessary and they realised that and compromised by making an optional skip.
I think the reason that certain glitches work at 30 instead of 60fps is that the frames that you can perform it is likely only in a small window of 2 frames. If you have 30fps you have a 2/30 or 1/15 chance of hitting the window. If you have 60fps you have 2/60 or 1/30 chance of hitting the window. You literally half the chance of you nailing the timeframe.
I’ve only seen this on ludwig yt for 3 weeks and he’s already saying he surprised people are still playing the game. Crazy how big this game got so quick
the thing about the fps is that ur code is working on that too.. so for example in one of ur videos u bug through the ground of this elevator metal thing.. this happens cuz the game don't have a real ground but more of an 30 or 60 times per sec check whether ur character is over an fix height about another object that acts like ground. if ur character is for example 20 meter about the object he just falls., when he is 15 meter about he just falls... but when the character is 2 meter or less about the ground he stops falling.. but what happens when the last check was at 2.01metre? ur character still falls and with 60 checks per sec the next check would maybe at 2metre about the ground, but with 30 fps it takes longer so the character falls through the ground till the next check get it actual height and stops ur character from falling but at that point ur character model is maybe already bugged in the ground. sorry for the bad English x)
@@rewpertcone8243 It's because they have to buffer it, they upload a lower resolution video for a few minutes until the full res video is done being uploaded
Ludwin, at 17:00 here is an explanation about the change of FPS that can effect the velocity when going up. We all know that FPS means Frame Per Second right? 30 FPS means that the game will run 30 frames per second, same goes for 120 FPS meanings that it will run 120 frames per second. In Game Engine like Unity there is a code that can be implemented to get a consistency speed when running on difference FPS. I guess this is the dev faults for not implementing it properly (also technically its complex as well). So what happened here is due to the game engine runs a set of scripts each frame, so if the player runs at a speed of 5 each frame and we run the game at 30 fps, the game engine will resulted the player attempted 150 distance within 1 second because 5 (player speed) x 30 (fps), now what if we run the game at 120 fps? We use the same calculation, which resulted 5 x 120 = 600 attempted distance within 1 second. Now, of course the implemented code in this game is not as bad as the example I gave because I bet the dev use a code to get the last timestamp value from the last executed frame and times (multiply) it again with the calculation of that velocity to achieved consistency in difference FPS. But because its not perfectly implemented, causing the 30 FPS and 120 FPS has an effect to the velocity and gravity in that game. Well I hope that explains a bit.
By switching between fps modes you confuse the game at wich speed the cork needs to go. As you pauze the game to change the settings the game then has to re-make both objects the moment you unpauze. as one trigger tells the cork us under your feet for the one at 30 fps and another one loaded in the bottle at 120fps. It makes 2 of them, and then proceeds to move them at their respective speed. Meaning the cork in the bottle at 120 fps will be faster then the one under your feet going 30 fps. So its not that you double cork bounce its that the 2nd cork hits the you when that launches you even if its not see able. This makes it so that you hit that 120 fps cork as the game has no collision for both corks. So you then get a 2nd bounce of the 120 fps one as it thinks you are in the bottle even though you are at the height of the jump. Long story short, pauzing makes the game confused and loads in 2 launches. The fps is to give them different speeds, and since they cant hit each other as they are seen as the same object. You will get bounced twice as you get hit by 2 corks when messing with fps. Happens all the time in coding, not so much in actual gameplay unless the game is not polished. Hope this explains it and have a nice day.
the dev just knew what he made. this game was gonna pop off even if not a single streamer streamed it. it has a pull on a lot of people who just dont give up on games bc they are too hard.
kinda funny this is the only up “glitchless” category (it isnt called glitchless but the other category is “unrestricted”) and all glitches are banned except one specific glitch thats allowed if u set ur game to 30fps and then boat skip… which was apparently invented in like the last week. so they made a rule to specifically allow this one glitch in the glitchless category
Distortion2 is probably the greatest speedrunner alive right now. Hes got the skill and dedication to the craft and even the charisma to just casually chat while doing these insane skips to achieve records some of us could only dream of once, let alone multiple times. Def deserves his place
I think siglemic is on my mount Rushmore of speedruning. Even tho he just does mario 64, he quite literally inspired an entire generation of speedrunners. His influence puts him at the top for me
I can see this game adding a single bed that takes you to the top. I believe this game has the potential to open up to multiplayer and have some kind of race to the top
2:26 They likely wanna make the speedrun easier and more entry level so more people buy the game to speedrun it Edit: ( 2:37 ) See, he thinks the same thing.
dawg dist2 has speedran every souls game, cuphead, hollowknight, doom, getting over it, resident evil 4, death stranding(what even?), bioshock infinite, nioh and MORE. he defo deserves that Mt. Rushmore head.
Physics being tied to framerate is a common issue because by default for most game engines physics are calculated against a tick rate that is dependant on your computers performance. If i had to guess, I'd say that walking forward on the cork at certain framerates runs an force impulse twice, and because these are addative and not capped, the player is launched with twice the force. A couple of fixes for this would be capping z velocity, using the "FixedUpdate" method for physics calculations instead of "Update" or adding a 0.33 second cooldown on being launched in this way at the end of the launch function itself. That being said, if this were my game I wouldn't patch it if i missed it in pre-launch bug testing bcs it's fun and now players have it I'd want to celebrate their creativity as opposed to prohibiting it. :)
3:15 - This segment is so true... if you keep changing the game, people are just going to wait for the new change. You can't really practice much if the run keeps changing and they keep adding things.
Damn, FOMO is powerful, I just now remembered after weeks of watching these videos that this game is 100% a playthrough of my greatest fear/a theme of my reoccurring nightmares.
Speenrun mount rushmore: the people who created that speenrun charity stream every year, who ever has speedrun the world's hardest game, and the person who has the most speedrun records
"physics are tied to the framerate" I am having Destiny 2 flashbacks here man, in D2 (still to this day I believe) the higher your framerate the more damage some stuff does to you...
The dragon flick also very much feels like a glitch bc it's not the wing moving it's a weird unnatural movement the dev didn't notice until it was too late.
As for the FPS error, it refreshes the physics every frame at 30fps, however the calculations are still running at 60fps. This is why almost all games have an admin mode or cheat code to check everything instantly.
17:31 I doubt it's that physics are "tied to the framerate", it's pretty much the opposite. The physics runs at a fixed rate, while the frames are calculated together with the game logic. The corkscrew probably has a timer before it can trigger again, and with 30 fps a frame must reach the end of the timer right before the physics update that moves the character outside of the trigger. I'd guess the only reason it's related to the framerate is due to the length of a frame related to the length of a physics update, it's probably precise to almost nothing. It only works with 30 fps, 120 (30*4) fps and I'd guess 240 (30*8) fps and beyond. If it was simply by a few milliseconds, it would work with multiples of 30, so my guess is that it is because the physics runs at a rate that coincides timing-wise with 30 fps and is related to multiples of 4.
The devs slowly removed things to benefit speed runners so they can continuously post more content of new records so the game doesn’t die out and the developer will make more money this way. *business perspective