RealScore
The RealScore points curve across the entire games library — visualising the distribution and range of every game’s total RealScore.
RealScore rewards rare-achievement skill over raw Gamerscore.
How is RealScore calculated? ▾
- Each achievement earns a multiplier = √(100 ÷ its global Xbox unlock %), capped at ×100.
- So an achievement only 1% of players have is worth ×10; a 10% one ×3.16; a 50% one ×1.41.
- The multiplier belongs to the achievement, not the player — the same achievement is worth the same to everyone. One formula and one set of multipliers, site-wide.
- A game’s RealScore is that sum across every achievement in the game.
- Its RealScore ratio is RealScore ÷ Gamerscore — the average multiplier across the whole list, and the number the crown is judged on.
- The ratio ignores size. Doubling a game’s Gamerscore doubles both halves, so a 1,000G game and a 5,000G game compete on equal terms — a tight brutal game can beat a sprawling easy one.
- It uses Microsoft’s official whole-population unlock % — not a small tracked crowd — so genuinely hard achievements count for far more.
- Read to two decimal places (down to 0.01%) for extra precision on ultra-rare achievements.
- Achievements with no published unlock % count at face Gamerscore (×1).
- To rank on ratio a game needs at least 10 achievements and 500 Gamerscore — a handful of achievements nobody bothered with is not the same as a hard game.
- Updated daily.
RealScore = Σa GSa × ma
ma = min(100, √(100 / pa)) if pa is known, else 1
GSa = achievement a’s Gamerscore, pa = its global Xbox unlock % (2 dp)
ma = min(100, √(100 / pa)) if pa is known, else 1
GSa = achievement a’s Gamerscore, pa = its global Xbox unlock % (2 dp)
