• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:26
CET 03:26
KST 11:26
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down20ISSL (IntoTheTV x SOOP SC2 League): Premier6Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League92
StarCraft 2
General
SC2 Power Rank: epic29 No more SC2 streamers on team liquid? Weekly Cups (October 19-25): Clem triples first in 5.0.17 How do you feel about the mass reverts in the 5.0.17 PTR? Evil Geniuses - shutting down
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL 2026 Offline Finals LCQ Sign-Ups Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
Bot on ladder SCHNAIL now supports Remastered Rollback Netcode in Brood War BW General Discussion [Megathread] Daily Funny Videos
Tourneys
[Megathread] Daily Proleagues [Women's StarCraft] MonstarZ vs BA 2026-10-30 Star Con San Diego 2026 Small VOD Thread 2.0
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes? General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread R I P Patrick Stewart Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8822 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 States12270 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 States9110 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
Replay Cast
08:00
GSL CK 6
CranKy Ducklings99
Liquipedia
OSC
07:00
Masters Cup #151: Group D
davetesta30
Liquipedia
The PiG Daily
05:30
Best Games of SC
herO vs Rogue
GuMiho vs ShoWTimE
Clem vs herO
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 239
PiLiPiLi 44
StarCraft: Brood War
ProTech175
Sexy 65
LancerX 18
Dota 2
monkeys_forever723
PGG 283
League of Legends
JimRising 698
Counter-Strike
taco 517
Super Smash Bros
hungrybox560
Other Games
summit1g9787
XaKoH 297
WinterStarcraft281
C9.Mang0247
Maynarde126
JuggernautJason27
Organizations
Other Games
gamesdonequick821
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 152
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki11
• Pr0nogo 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra957
Upcoming Events
Sparkling Tuna Cup
7h 34m
WardiTV Invitational
9h 34m
Epic.LAN
10h 34m
IPSL
13h 34m
eOnzErG vs McRibbed
LancerX vs StRyKeR
AI Arena Tournament
14h 34m
OSC
1d 11h
Yamato Cup
1d 12h
IPSL
1d 14h
Artosis vs RiceHat
Kyrie vs Sony
Map Test Tournament
1d 20h
WardiTV Weekly
2 days
[ Show More ]
Ultimate Battle
2 days
Rush vs BeSt
Replay Cast
2 days
Rogue vs Classic
Patches Events
3 days
PiGosaur Cup
3 days
Kung Fu Cup
4 days
The PondCast
5 days
KCM Race Survival
5 days
Liquipedia Results

Completed

Proleague 2026-10-30
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 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.