• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:54
CET 23:54
KST 07:54
  • 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
TL.net Map Contest #21: Winners8Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8) TL.net Map Contest #21: Winners Starcraft, SC2, HoTS, WC3, returning to Blizzcon! Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1497 users

Explaining SC2 APM versus Real APM - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
Veratule
Profile Joined May 2010
United States105 Posts
March 23 2011 22:11 GMT
#41
On March 24 2011 06:47 Beef Noodles wrote:
Show nested quote +
On March 24 2011 06:42 frodoguy wrote:
On March 24 2011 06:20 Beef Noodles wrote:
So if my apm is 140... that means its really 200? Cool. I'll take it


Its the other way around

Wait what? Now I'm confused. Is the amp indicator in replays higher or lower than it is supposed to be?


The indicator in the replays actually doesnt matter. What matters is the speed of the game being played. The reason it is on normal is because it is easier to screenshot the best APM values at lower replay speeds.
Veratule
Profile Joined May 2010
United States105 Posts
March 23 2011 22:12 GMT
#42
On March 24 2011 06:58 garlicface wrote:
I've never seen the explanation before, so this was a great read. Very detailed and organized too.


Thank you! I appreciate that
NoodleFish
Profile Blog Joined November 2010
South Africa198 Posts
March 23 2011 22:13 GMT
#43
I agree with 1st post, I thought it was common knowledge. However this is the 1st I've seen proof of it, so awesome that you did the tests for this. +1 to you sir :D
"He accidentally attacked his own nexus with a probe. Then half way through the game, poof! No more nexus. That's gotta suck!"
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
March 23 2011 22:19 GMT
#44
Maybe someone could make an application that reads APM from replays and multiplies it by 1.3999 in real time as you watch. Seems like it wouldn't be too hard to do, provided they were able to access that information, which judging from a lot of replay sharing sites extracting info from replays, I'd guess they could.
Vintlocke
Profile Joined October 2010
Netherlands18 Posts
Last Edited: 2011-03-23 22:22:00
March 23 2011 22:20 GMT
#45
On March 24 2011 07:08 McCain wrote:
What people may not be aware of is that the in-game clock feature is also calculated incorrectly. A 25 minute game according to the in-game clock is actually a 18 minute game in real life.


That's because the ingame clock also "ticks" at the faster game speed. Basically everything runs on normal time when you play the game on normal. Makes sense no? Or am I the only one who thinks it'd be pretty weird to play the game on normal and have time actually go slower?

Anyway, when you play faster everything goes faster, including the game time. The ingame clock shows the ingame time. Handy that, because your buildings and units build at gametime too! For some reason however Blizz hooked their APM meter up to their ingame clock instead of a normal one.
Veratule
Profile Joined May 2010
United States105 Posts
March 23 2011 22:24 GMT
#46
On March 24 2011 07:20 Vintlocke wrote:

For some reason however Blizz hooked their APM meter up to their ingame clock instead of a normal one.


It's sort of like if a Biologist found a new species of Woodpecker, but instead of saying that it taps it's beak into a tree 15 times a second, it taps 17 times every 1.133 seconds.

15 per second is clearly a lot more useful information.
Jesushooves
Profile Joined November 2010
Canada553 Posts
March 23 2011 22:26 GMT
#47
I think almost everyone knew this, this is like the /dance thing that a few people probably still don't know about (sksyen) lol, or that banshees take 3 supply, lol pokebunny.

Nice of you to go to such lengths to prove this though , just too bad everyone already knew it. D:
Lose its good, after will be win.
chenchen
Profile Joined November 2010
United States1136 Posts
March 23 2011 22:28 GMT
#48
On March 24 2011 06:49 Rkie wrote:
the only thing that i never understood about all of this isnt why APM is adjusted, but rather why is the fastest setting not normal seconds? I realize this was not the case in BW, but was it only made this way in SC2 to be nostalgic? The standard playing speed is going to be the fastest speed, so why not make that the "normal"? I guess you could make the speeds below that ratios like normal (what is fastest) is 1, the next fastest is .8 and so on.


Show nested quote +
On March 24 2011 06:49 chenchen wrote:
+ Show Spoiler +
On March 24 2011 06:47 Beef Noodles wrote:
Show nested quote +
On March 24 2011 06:42 frodoguy wrote:
On March 24 2011 06:20 Beef Noodles wrote:
So if my apm is 140... that means its really 200? Cool. I'll take it


Its the other way around

Wait what? Now I'm confused. Is the amp indicator in replays higher or lower than it is supposed to be?


If your SC2 apm is 140, that's 140 over roughly 40 seconds, so your real apm (as in per minute) is actually 200.


You told him he was wrong, then corrected him by saying the exact same thing just so you know.


I didn't tell anyone that he was wrong. Some guy was right. Another guy told him that he was wrong. I cleared up everything.
powerade = dragoon blood
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
March 23 2011 22:29 GMT
#49
lol apparently Artosis explained it poorly when you heard it, but I think almost all of us knew that it what he meant was by game time as opposed to real time. Knew about this a longggg time ago.
peekn
Profile Blog Joined June 2010
United States1152 Posts
March 23 2011 22:31 GMT
#50
Great testing and great post! Although most people already knew this, it's good to see the facts and some hard data behind it. Thanks!
Veratule
Profile Joined May 2010
United States105 Posts
March 23 2011 22:32 GMT
#51
On March 24 2011 07:29 FabledIntegral wrote:
lol apparently Artosis explained it poorly when you heard it, but I think almost all of us knew that it what he meant was by game time as opposed to real time. Knew about this a longggg time ago.


Lol no offense to Artosis then. I wish I could meet him in person and give him a big hug for being awesome.
Excalibur_Z
Profile Joined October 2002
United States12238 Posts
March 23 2011 22:33 GMT
#52
On March 24 2011 06:59 p4NDemik wrote:
I think we'd all like to see APM be calculated in real time, but honestly this is not something I'm going to get up in arms about at all. Whatever constitutes a "high" apm is entirely relative, having less to do with the actual number and more to do with how it stacks against other peoples' APM. If measurements are artificially a little low I'm not going to complain just to satiate people's desire to measure something that is largely extraneous to actual skill anyways.

The only time this is really annoying is when we are trying to compare APMs of SC2 players with APMs of players from different games (BW/WC3/etc), and there is little practical use for that.

So yeah it would be nice but I'd rather have Blizzard focus on getting us the most important features. Such as replay watching with friends over Bnet and the like.


Dustin Browder was made aware of it in the livechat shortly before the game launched, and he said he wanted to get it fixed. Every patch I'm expecting it to be fixed =) All they would have to do is multiply the APM value by X where X is the game speed (which is a constant that's found in the game replay file, I found it in a crash log yesterday when my game crashed).
Moderator
Leeto
Profile Joined August 2007
United States1320 Posts
March 23 2011 22:42 GMT
#53
It's pretty cool how you did all that work for testing it. Unfortunately this has been known since like the first week of beta. It's a bit disappointing all that effort was spent in for nothing.
barkles
Profile Joined May 2010
United States285 Posts
March 23 2011 22:47 GMT
#54
Yeah I think this was sort of "common knowledge" already...but it's nice to know exactly what the difference is. Thanks for illustrating this.

Although I don't think it's really necessary for Blizzard to change the way APM is displayed. I mean, it's all relative, right? Maybe there is some psychological factor associated with seeing a higher number, but you could do that by just scaling all of the numbers by 1000 too...

And in a way it makes sense, if you look at it from the perspective of "actions per game-minute" instead of "actions per real-time minute"
Veratule
Profile Joined May 2010
United States105 Posts
March 23 2011 22:53 GMT
#55
+ Show Spoiler +
On March 24 2011 07:33 Excalibur_Z wrote:
Show nested quote +
On March 24 2011 06:59 p4NDemik wrote:
I think we'd all like to see APM be calculated in real time, but honestly this is not something I'm going to get up in arms about at all. Whatever constitutes a "high" apm is entirely relative, having less to do with the actual number and more to do with how it stacks against other peoples' APM. If measurements are artificially a little low I'm not going to complain just to satiate people's desire to measure something that is largely extraneous to actual skill anyways.

The only time this is really annoying is when we are trying to compare APMs of SC2 players with APMs of players from different games (BW/WC3/etc), and there is little practical use for that.

So yeah it would be nice but I'd rather have Blizzard focus on getting us the most important features. Such as replay watching with friends over Bnet and the like.


Dustin Browder was made aware of it in the livechat shortly before the game launched, and he said he wanted to get it fixed. Every patch I'm expecting it to be fixed =) All they would have to do is multiply the APM value by X where X is the game speed (which is a constant that's found in the game replay file, I found it in a crash log yesterday when my game crashed).


Hmmm...I wonder what's delaying them so much...
eVolvE342
Profile Joined January 2011
157 Posts
March 23 2011 22:59 GMT
#56
Even if the majority of people knew about this I like your initiative to hash it out through experimentation. Nice work. Thanks for the nice visually appealing evidence.
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
March 23 2011 23:04 GMT
#57
Sc2 Gears Can convert game time to realtime if you want. It can also give game apm and reatime apm. Try it out and donate! its a really good tool!!

http://www.teamliquid.net/forum/viewmessage.php?topic_id=124689

Noak3
Profile Blog Joined May 2010
United States236 Posts
March 23 2011 23:04 GMT
#58
Despite it being common knowledge, it's good that you brought this issue to light. It's kind of weird that it works the way it does and it should be fixed.
Love and be kind in the face of adversity. If you stand up for others, they will stand up for you.
Jonoman92
Profile Blog Joined September 2006
United States9104 Posts
March 23 2011 23:06 GMT
#59
It'd be nice if blizzard made the in game APM relate to actual minutes instead of game minutes.
froGGifyre
Profile Blog Joined October 2010
United States213 Posts
March 23 2011 23:09 GMT
#60
damn bro , sorry you did those tests. but
channel PanK since '00 twitter.com/froggifyre twitch.tv/froggifyre
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
LAN Event
18:00
Stellar Fest: Day 1
Gerald vs Harstem
ByuN vs Maplez
FuturE vs FoxeRLIVE!
Zoun vs Mixu
ComeBackTV 652
UrsaTVCanada496
CranKy Ducklings246
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 98
CosmosSc2 38
StarCraft: Brood War
White-Ra 263
NaDa 12
Other Games
tarik_tv10127
Grubby4669
FrodaN593
fl0m469
shahzam388
Liquid`Hasu289
ceh9200
mouzStarbuck135
C9.Mang0132
ZombieGrub48
PPMD24
Organizations
Counter-Strike
PGL151
StarCraft 2
angryscii 17
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 61
• musti20045 33
• RyuSc2 29
• Adnapsc2 12
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• HerbMon 22
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• imaqtpie3013
Other Games
• Shiphtur214
Upcoming Events
Korean StarCraft League
4h 6m
CranKy Ducklings
11h 6m
IPSL
19h 6m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
19h 6m
BSL 21
21h 6m
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d
Sparkling Tuna Cup
1d 11h
WardiTV Korean Royale
1d 13h
IPSL
1d 19h
JDConan vs WIZARD
WolFix vs Cross
LAN Event
1d 19h
[ Show More ]
BSL 21
1d 21h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.