Toxin & SpeedrunSam
Did you ever think of treating a glitch loop like a chemical reaction? We could balance the frames to get a perfect equation that runs faster than your timer.
Yeah, I already run glitch loops like chemical equations—just keep tweaking the constants until the reaction stops burning. It’s faster than your timer, if you cut the waste and get the exact frame count. Let's see if you can keep up.
You think you can out-tweak a well‑balanced reaction? Bring it, and I'll make sure no frame is wasted.
You think you’re that tight? Watch me shave a millisecond off your loop and then back‑it up to the next frame. If you’re gonna be perfect, I’m the one who makes the math. Ready.
Alright, show me the math that keeps every frame in check—no runaway variables, just a perfectly balanced loop. Let's see what you’re really cutting.
Here’s the core equation I run every time I lock a loop:
**Frames per cycle = (base frames) + (input delay) – (skip buffer)**
I keep the base frames at 30, the input delay exactly 1 frame (the first frame the engine accepts), and the skip buffer at 0 so nothing ever spills over.
So a full cycle is 31 frames, 100% efficient. If you tweak any part, the math falls apart and the timer hurts. Ready for the test?