• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:46
CEST 23:46
KST 06:46
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Code S Season 1 (2026) - RO8 Results1Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO8 Results MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
vespene.gg — BW replays in browser Pros React to: TvT Masterclass in FlaSh vs Light BGH Auto Balance -> http://bghmmr.eu/ ASL21 Strategy, Pimpest Plays Discussions Flashes ASL S21 Ro8 Review
Tourneys
[ASL21] Semifinals B [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [ASL21] Semifinals A
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1584 users

Explaining SC2 APM versus Real APM

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 6 Next All
Veratule
Profile Joined May 2010
United States105 Posts
March 23 2011 20:55 GMT
#1
I believe it was Artosis who said that APM measure by SC2 is around 30% lower than in BW. Hearing that, I figured that maybe it was because SC2 doesn't require as much APM to be successful as is needed for Brood War pros, and I left it at that.

Then I started to wonder just how fast I could click, and from there I discovered exactly why APM is ~30% lower, and it's actually not the player's faults.

The questions to ask.

1) How do I produce a perfectly reproducible test bed for APM?
2) Does computer performance impact APM readings?
3) Does internet connectivity (latency) impact APM readings?
4) Does game speed impact APM readings?


1) To make this test as accurate as possible, I used two keyboard macros on my Razer Blackwidow.

To get the maximum APM possible, the first I used a macro that spams 1, 2, 1, 2 as long as I hold the button down (1 and 2 are control-grouped workers), with 0 delay between presses. My keyboard has a polling rate of 1000Hz, so the maximum APM it can output is 60,000 per minute, or 1000 per second.
The second macro was set to put a 0.2 second delay between every keystroke, giving the player exactly 300APM.

Below is a thumbnail and a link to the full-size image of the 'Infinite APM' macro:

[image loading]
http://imgur.com/Hz8T8

2) Below are two tests using the "Infinite" APM macro key. The test is running on Q6600 with GTX260 at 1920x1200 on high and 1024x768 on low. The reason I'm using such extreme APM for these tests is that at higher APM, the difference in APM for each settings should be more obvious.

High Settings, Slowest Game Speed: 46488 APM
[image loading]
http://imgur.com/OICxg

Low Settings, Slowest Game Speed: 50256 APM
[image loading]
http://imgur.com/syY2O

What can be concluded here is that while computer performance may have an impact on APM, the difference is only slight, and is irrelevant at more natural APM.

3) For this test I compared the Low Settings Test above to a test done on single-player.

Low Settings/Online, Slowest Game Speed: 50256 APM
[image loading]
http://imgur.com/syY2O

Low Settings/Offline, Slowest Game Speed: 50940 APM
[image loading]
http://imgur.com/qGilb

Internet connection also appears to have a negligible impact on APM readings. Lets move on.

4) Having eliminated variables, we now have the final experiment, and the part that will probably make some people angry. The following are results from the 300 APM timing experiments:

Low Settings, Normal Game Speed (which is equal to real time):
[image loading]
http://imgur.com/MOl0j

Low Settings, Faster Game Speed (what we all play at):
[image loading]
http://imgur.com/Xs1rk



Conclusions: Why people should be annoyed at Blizzard about this.

Test 4 demonstrates that APM is calculated relative to GAME time instead of REAL time. In the Broodwar days, 3rd party APM calculators read APM in real-time.

If we take the 216 APM of 'Faster Speed' and divide by the 300 APM of 'Normal Speed', we get:

216 / 300 = .72, meaning SC2 APM = 72% of your actual APM, which is nearly a 30% decrease in APM, hence why SC2 players are 30% slower.


I would hope that someone at Blizzard will read this post and change the APM system to measure APM in real-time instead of game time. Means those 300 APM players should actually have 417 APM.

Thanks for reading!
-Veratule
RmpL
Profile Joined April 2010
Germany263 Posts
Last Edited: 2011-03-23 21:02:06
March 23 2011 21:01 GMT
#2
I dont want to be rude, but istn this common knowledge ?


But nice test anyways
Veratule
Profile Joined May 2010
United States105 Posts
March 23 2011 21:03 GMT
#3
On March 24 2011 06:01 RmpL wrote:
I dont want to be rude, but istn this common knowledge ?


But nice test anyways


I actually didn't know if it was common or not. Either way I think Blizz should fix it.
ScrubS
Profile Joined September 2010
Netherlands436 Posts
March 23 2011 21:03 GMT
#4
The reason why its lower, is because we play at Faster modus, which is the normal speeld x1.38. But yeah, its kinda common knowledge but thanks for the efford
TrickyGilligan
Profile Joined September 2010
United States641 Posts
March 23 2011 21:04 GMT
#5
Good job OP, I was unaware of this.

Seems silly to have the M in APM not stand for "minute" but "blizzard minute." I just assumed the were using real units of time.
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
TerriBad
Profile Joined December 2008
United States146 Posts
March 23 2011 21:05 GMT
#6
This has been known since beta, where do you think Artosis got the 30% figure from?

Anway, it's a nice experiment you did, and I definitely agree that APM should be gauged on fastest game speed.
MrChupee
Profile Joined April 2010
Australia161 Posts
March 23 2011 21:05 GMT
#7
I think what you've found is that because time is accelerated in the faster game mode, APM calculated based on game time is bound to be less, but their realtime APM will be the same as it's always been (as we see, a gosu gosu 300); Not because they are slower, but just SC2 players are being measured by differing time scales.
holy_war
Profile Blog Joined July 2007
United States3590 Posts
March 23 2011 21:05 GMT
#8
Cool test, but this was known since March or April of last year (search function). Your actual APM is 1.33 times faster than the displayed APM.
Shodaa
Profile Joined March 2010
Canada404 Posts
March 23 2011 21:06 GMT
#9
Yea this is common knowledge since the beta. Program like SC2gears can also convert your game APM to real APM. Or you can multiplie your in game APM by 1.398 .
http://us.battle.net/sc2/en/profile/401120/1/Shodaa/
Amazements
Profile Joined August 2010
United States40 Posts
March 23 2011 21:06 GMT
#10
People have been bringing this up since the beta. Blizzard hasn't done anything so far, so I wouldn't expect it to change for a while, if at all.
Veratule
Profile Joined May 2010
United States105 Posts
March 23 2011 21:07 GMT
#11
On March 24 2011 06:04 TrickyGilligan wrote:
Good job OP, I was unaware of this.

Seems silly to have the M in APM not stand for "minute" but "blizzard minute." I just assumed the were using real units of time.


Thanks

Yeah, that's exactly what I'm saying. Doesn't make sense.

I didnt post it, but that test with 50940 APM, I did the same test on faster instead of slower and got around 21000, and normal was just under 30000.
Excalibur_Z
Profile Joined October 2002
United States12247 Posts
March 23 2011 21:07 GMT
#12
Yeah this was already known. Faster speed runs at 1.3999x speed, and so your APM is measured at that speed. Your reported APM is equal to 1/1.3999 of your actual APM. This has been known since beta.
Moderator
KevinIX
Profile Joined October 2009
United States2472 Posts
March 23 2011 21:07 GMT
#13
Yep, this was known throughout beta. I think it's better this way. It's good to have a separation between Game Seconds and Real Seconds. Otherwise, everything gets confusing.
Liquid FIGHTING!!!
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
March 23 2011 21:07 GMT
#14
The problem is that everything in the game is based on the "blizzard minute". So do you have APM completely unrelated to the clock time and build times? Or do you readjust everything, which would completely ruin all the even 30/40/50 ect. build times.
http://shroomspiration.blogspot.com/
FLuE
Profile Joined September 2010
United States1012 Posts
March 23 2011 21:07 GMT
#15
1 - Everyone knows this already.

2 - It doesn't really matter. I mean unless you are just trying to feel super good about yourself and your 80 APM is actually 110 or whatever, we are usually comparing APM's with players being measured by the same system.

So what we know - Anything 150-200 is high. Anything about 200 is really high(at least in my opinion).

If you compare 2 players and one has an APM of 150 and the other 200, the one with 200 is doing more APM. If it is actually 200 and 250 in real time it doesn't change the fact that the player at 200 is doing more and that is really all you need to know.

So does it really matter if it is exact real time or not? As long as the point of comparison is the same we get everything we need. This to me is a non-issue and something everyone already knows and is brought up often when talking about SC2 APM. Just don't compare 3rd party APM counters from BW(real time) with SC2(game time) APM because you are then comparing 2 different measurements at that point, again something we all know which is why people don't do it.
Divine-Sneaker
Profile Joined August 2010
Denmark1225 Posts
March 23 2011 21:08 GMT
#16
It was kinda established that APM was approximately 30% lower, but I haven't actually seen anyone do an in depth test regarding it, so good job on that.
bLuR
Profile Blog Joined June 2010
Canada625 Posts
March 23 2011 21:12 GMT
#17
everyone knew this but it is still a good demonstration and good op, it makes no sense to show a decreased apm.
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
March 23 2011 21:14 GMT
#18
Known to people or not, i have always believed Blizzard implemented APM in a wrong way. If a game is played at "Faster" speed, APM be interpreted in terms of Faster speed, not Normal. Calculating apm based on a magic number called ingame minutes is just plain dumb. This shouldnt be too much of a fix, and would reflect the true meaning of APM.
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
Veratule
Profile Joined May 2010
United States105 Posts
March 23 2011 21:14 GMT
#19
On March 24 2011 06:07 FLuE wrote:
1 - Everyone knows this already.

2 - It doesn't really matter. I mean unless you are just trying to feel super good about yourself and your 80 APM is actually 110 or whatever, we are usually comparing APM's with players being measured by the same system.

So what we know - Anything 150-200 is high. Anything about 200 is really high(at least in my opinion).

If you compare 2 players and one has an APM of 150 and the other 200, the one with 200 is doing more APM. If it is actually 200 and 250 in real time it doesn't change the fact that the player at 200 is doing more and that is really all you need to know.

So does it really matter if it is exact real time or not? As long as the point of comparison is the same we get everything we need. This to me is a non-issue and something everyone already knows and is brought up often when talking about SC2 APM. Just don't compare 3rd party APM counters from BW(real time) with SC2(game time) APM because you are then comparing 2 different measurements at that point, again something we all know which is why people don't do it.


I understand that it's all relative, I agree with your point, but I would rather the APM be right instead of relative.
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
March 23 2011 21:20 GMT
#20
So if my apm is 140... that means its really 200? Cool. I'll take it
1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:30
Best Games
Maru vs Rogue
ByuN vs herO
Maru vs Classic
SHIN vs Zoun
Clem vs MaxPax
SHIN vs ByuN
PiGStarcraft72
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 373
ProTech145
NeuroSwarm 111
Livibee 87
PiGStarcraft72
JuggernautJason68
ViBE61
mouzStarbuck 33
StarCraft: Brood War
Calm 2957
Soulkey 147
firebathero 104
Noble 44
Dota 2
monkeys_forever333
League of Legends
Reynor80
Counter-Strike
fl0m8198
Super Smash Bros
Mew2King63
Heroes of the Storm
Liquid`Hasu367
Other Games
Grubby11481
gofns10043
summit1g7961
tarik_tv7209
FrodaN1638
C9.Mang0228
RotterdaM162
elazer51
Trikslyr40
ZombieGrub29
sas.Sziky3
Organizations
Other Games
BasetradeTV91
StarCraft 2
angryscii 28
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 21 non-featured ]
StarCraft 2
• Adnapsc2 30
• mYiSmile129
• Response 5
• Reevou 1
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2800
Other Games
• imaqtpie1412
• Scarra589
• Shiphtur283
• WagamamaTV240
• tFFMrPink 13
Upcoming Events
Korean StarCraft League
5h 14m
RSL Revival
12h 14m
Clem vs Rogue
Bunny vs Lambo
IPSL
18h 14m
Dewalt vs nOmaD
Ret vs Cross
BSL
21h 14m
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
1d 10h
Cure vs herO
SHIN vs Maru
IPSL
1d 18h
Bonyth vs Napoleon
G5 vs JDConan
BSL
1d 21h
OyAji vs JDConan
DragOn vs TBD
Replay Cast
2 days
Monday Night Weeklies
2 days
Replay Cast
3 days
[ Show More ]
The PondCast
3 days
GSL
4 days
Replay Cast
5 days
GSL
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-05-14
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.