RTA vs IGT Calculator for Speedruns

RTA vs IGT Calculator

Compare real time attack, in-game time, load removal, pauses, cutscene exclusions, and timing rules for speedrun submissions.

Speedrun Timer Presets
Timing Inputs
The selected method determines which exclusions are treated as official.
Use the game timer if available; otherwise estimate from split notes.
Official Method Time
0:00:00.00
selected ruleset
RTA vs IGT Gap
0.00%
difference percent
Load Removed Time
0:00:00.00
RTA minus loads
Average Split Loss
0.00s
non-IGT time per split
📊Timing Specs Grid
72:35
RTA Input
69:12
IGT Input
148s
Load Removal
RTA
Method
🗂Method Comparison Grid

RTA

Starts and ends by wall clock. Loads, pauses, menus, platform lag, and cutscenes remain part of the run unless a board rule states otherwise.

IGT

Uses the game timer. It often ignores loading screens, but pause and cutscene behavior depends on how the title implements its clock.

LRT

Begins with RTA and subtracts verified load segments. Retimers use it when hardware storage speed would otherwise distort comparisons.

Hybrid

Uses custom exclusions such as loads plus pauses or loads plus cutscenes. It is useful for categories with special leaderboard language.

📝Timing Method Reference
MethodStart / End BasisLoadsPause HandlingTypical Use
RTAExternal timerIncludedIncluded unless ruled outMarathons, races, console categories
IGTGame timerUsually ignored by timerGame dependentPC titles with reliable internal clocks
LRTExternal timer minus loadsSubtracted after retimeUsually includedRuns affected by storage differences
HybridRuleset formulaCustomCustomCategories with explicit exclusions
PresetRTAIGTLoadRule Focus
Any% PC Loads Removed46:2843:54121sLRT check
Console Marathon RTA1:55:121:49:30236sWall clock
Glitchless IGT Route1:18:441:14:05181sGame timer
100% Cutscene Heavy3:42:103:34:00318sCutscene audit
Race Room Sync35:1633:5864sShared clock
Difference PercentInterpretationLikely CauseReview Action
0% to 2%Tight timing spreadLow load burdenCheck start and end frames
2% to 5%Normal route gapLoads or short pausesVerify load removal notes
5% to 9%Large conversion gapLong loads, menus, cutscenesAudit every excluded segment
Over 9%Ruleset mismatch likelyMixed timer definitionsRe-read leaderboard method
ComponentFormula RoleIncluded In RTAOften Removed FromNotes
Load timeSubtract from RTA for LRTYesLRT and many IGT clocksTrack with split or video retime
Pause timeSubtract only when rules allowYesSome hybrid categoriesPause buffers can be category illegal
CutscenesSubtract only if excludedYesSome retime sheetsUse consistent first and last frame
Platform lagAdd or subtract adjustmentYesSpecial cases onlyDocument emulator or console variance
💡Timer Review Tips
Rule alignment: Pick the leaderboard timing method before comparing splits. A clean RTA can look slow beside IGT when load removal is expected.
Retiming notes: Keep loads, pauses, cutscenes, and platform adjustments separate. A single combined exclusion is harder to audit later.

You complete a speedrun feeling crisp, but look at the timer: it doesn’t feel right. You had tight splits, but real-time attack (RTA) clock included cutscenes, pauses, and loading screens. Now people argues that your menus slowed you down, or maybe it was just hardware. With the RTA vs IGT calculator, those arguments can be put to bed, because it removes the variables that don’t matter in your category. All that’s left is what matters: the performance.

What you’re really measuring matters. Do you want to see a real-time attack, which measure a player’s complete human experience from start to finish, including menu navigation and lag? Or do you want the in-game timer (IGT), which only measures how efficient their gameplay are, often without including loading screens or platform differences? A person could be running off an SSD while someone else run on an old hard drive. Raw time comparisons don’t measure skill; they measure storage speed. When you decide who truly ran better, that difference matter.

How to Use the RTA vs IGT Calculator

When you look at the tool above, math handles the conversion between these worlds. Enter your raw RTA hours:minutes:seconds and plug in your exclusions. That’s where most users stumble: They guess at their load times without actualy watching their video. The calculator demands accuracy; you need to know precisely how many second of your run were spent in a cutscene vs. A pause vs. A loading screen. Subtract too much and your time will appear artificialy fast, subtract too little and your run will be unfairly penalized.

The page has a reference table showing how each method treats them more differently. Load times suck in today’s games, but some platforms load infinitely faster or slower than others. A PC port could require a full 20 second load every time you enters a new zone, whereas a retro console emulator may load instantaneously. For LRT categories like these, things like loading times gets subtracted from the final score, which levels the playing field for everyone who plays on different hardware. It’s not cheating; it’s just about being fair to players.

The difference between what you played and what you waited for is called the “delta,” and the calculator display it so that you can see precisely how long you sat waiting during your run. How far off the other player is show both their skill and something about the game itself. Beyond that there’s cutscene complexity: should you skip them? Should you count them as an input? The answer depends on the rules. And if your leaderboard adopts a hybrid ruleset, then you’ll need to pick one or the other, pause vs. Load. Why? Because pauses represent voluntarily lost time whereas loads represents time forced upon you. It makes no sense to treat them identicaly.

By separating out these types of inputs, the tool enable you to assign the right exclusion based off the leaderboard rules. So instead of just getting a number, you get some context as well. Not only do you know how long it took by the official method, but you also know what average split loss was. That lets you know whether you were consistent throughout your run or if there was any unavoidable downtime that caused one or two segment to drag behind. The larger the gap between IGT and RTA, the higher your overhead likely is. Overhead happen frequently in open-world games. The tighter the gap is, the more fluid and linear your run was. Knowing either end of that spectrum lets you know where you can work on improving.

High split loss during loading sections means practicing isn’t going to help. You should of had better hardware or another category. It’s about timing. Whether you’re prepping for a marathon or trying to beat your personal best on speedrun.com, it is important to know exactly how fast you are going without any distractions. Document what you exclude each time and use the exact same method. Let the numbers do the talking. Understanding the clock you race against can be the difference between a good run and a great one.

RTA vs IGT Calculator for Speedruns

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