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[Archived] Stable40 / Stable (Latest) Performance Issues

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peppy
We are well aware that there are performance issues for a minority of users out there using our new OpenGL-only release. If you are, try closing it and report back if it helps.

First, check if you are running any of this software:
- F.lux
- Shadowplay (disable desktop recording mode)
- Raptr

Please post here if it affects you, with AS MUCH detail as possible.

Minimum you should post:
- What kind of performance problems are you seeing? Low framerate throughout the game? Lag spikes? How often? How long do the spikes last?
- Is compatibility mode turned on in options? Can you turn it off?
- What GPU are you running on? Do you have two GPUs in your PC? Have you tried both?
- Are you running fullscreen? If not, please try this before posting.

Extra things you can do:
- Provide gl_info.txt from your osu! folder.
- Switch to cutting edge and wait for the lag spikes, then include performance.log from the Logs folder in your osu! folder.
- Video showing exactly what you are experiencing.

If you'd like to take the next step, join us on slack in #cuttingedge and we can try and give you help in real-time.
NoGround
Latest stable release.

Monitor is 144hz
GTX970 4gb GPU
i7 4790k intel processor.
Windows 10 latest build

I am running osu! fullscreen.

Current stable build is reading maximum hz of my computer at 60hz, and has incredible amounts of stutter. I don't know what to do, after toggling everything on and off again. Probably just going to revert to the fallback, because this is horrible right now. I also have random stutter on the fallback that is consistently frustrating. :(

Basically, OpenGL is not working properly with my computer, causing massive amounts of lag. It is reading the game at 60hz, but feels far from that, it should actually be reading the game at 144hz, what my monitor is natively. My mouse settings are on raw input, but it feels as if that setting is off and v-sync is on. This is consistent in menus and gets even worse when I try to play a map. I can see my mouse stuttering across the screen. It isn't a "spike" but a consistent sluggishness. This sluggishness involves everything from sliders to hit-circles. Nothing is smooth anymore.

Is this compatible with Nvidia G-Sync monitors?

Putting on "Compatibility Mode" helped a bit, but the openGL only thing is what is definitely causing it. Game still feels sluggish and nearly unplayable. I've turned on OpenGL in the fallback and got the same results as the current stable release.

Solution! I was right, OpenGL is NOT compatible with Nvidia G-Sync. As soon as I turned it off everything was fine again. The game is at least responsive now, but it still doesn't feel as smooth as it did with DirectX
GuiltyGecko
This new update as affected me.

Performance Issues: Perviously with direct x (I play on unlimited gameplay as my framerate limiter), I could get FPS of 500+. Now it caps out at 60 frames. I am getting v-sync issues (videos and hit circles are tearing) and stuttering. Movement of the cursor ingame doesn't feel smooth anymore either.

Compatibility Mode: In previous build it was turned off. In this build, I turned it on, and it helped some, but there was still noticeable cursor lag, lower FPS, and stuttering.

GPU: NVIDIA GeForce GTX 650 Ti Boosted 2GB

Fullscreen: Running full screen didn't change anything.

I reverted to previous stable (fallback) patch, and everything worked fine. It certainly is the new update that's causing the issues. Unlike the above post, I don't have G-Sync, just V-Sync. I haven't tried turning off v-sync, but perhaps ill update this post after I do to see what happens.

Edit: So, running in compatibility mode seems to be the best solution right now (besides just running stable(fallback)). Messing with V-Sync doesn't change anything.
yukarichanxx
When i update my osu! and i open i always see white scree :angry:
Capu
I have 2 issues.

First of all, I get fps drops when switching the song/map in the song selection menu. ( From ~900fps down to 20fps ) It lasts for like 1-2 seconds.

2nd problem: While playing and spectating i have random appearing lag spikes for ~0.5secs. It goes down to nearly 1fps, so its unplayable and save that i miss one or more notes no matter what I'm doing.

AMD FX(tm)-6100 Six Core Processor 3.30GHz
8GB RAM
Zotac NVIDIA GeForce GTX 770 2GB
Latest Windows10 build

Changing resolution/fullscreen doesnt change anything. Same goes for compatibility mode. :(

gl_info
GL Version: 4.5.0 NVIDIA 358.50
GL Renderer: GeForce GTX 770/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range 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GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
adambut7
my osu went white after updating. help me plz :"3
PumpkinIcedTea
When I play a map after awhile it force closes. Reverting back to stable ( Fallback ) results in delayed mouse movement.
AGhezhog
When I play a beatmap, during the break time, it suddenly crashes. Please fix this, I really want the latest build :(
julchiar
Massive input lag and occasional tiny lagspikes on stable, staying on fallback.
It's playable but feels really shitty. Laptops just aren't bringing consistent performance without fullscreen support (thanks windows).
Gallopokoi
Before the current update on Cutting Edge and now on all update streams apart from fallback, I've had constant lag spikes. When hitting random in song select there's a very distinct freeze 100% of the time. In game every like 7-8 seconds the game will freeze for a noticeable split second and overall the who thing just feels a choppier.

This was with compatibility turned off. When it's on, it's significantly better, but still doesn't feel as smooth as fallback is. I'm using a GTX980 4GB. After going fullscreen letterboxed, nothing much changed. Still feels choppier but very much playable and honestly I can't complain that much. I thought I'd comment because someone above said that G-sync was the reason they were lagging but I am using G-sync and in fullscreen with compatibility it's far from unplayable.
Rilene
Well, my osu! crashed after a few seconds of playing, lag spikes, strange line sprites while editing beatmaps and somehow, my internet connection does not work any at all after I updated osu! (as well as NET Framework).


GL Log
GL Version:                 2.1.2
GL Renderer: GeForce 8400 GS/PCIe/SSE2
GL Shader Language version: 1.20 NVIDIA via Cg compiler
GL Vendor: NVIDIA Corporation
GL Extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
sudosu
Monitor: 85Hz (1024x768 resulotion)
Nvidia Geforce 610M with 1GB VRAM
Core I3 2350M 2.3Ghz CPU
Windows 10 Latest build

The OpenGL engine is horrible, I can't reach 200 FPS! With DirectX i had around 700 FPS... CTB is so laggy!
I've random laggs while selecting a map.

I'm staying on fallback version!
YaLTeR
I haven't got any issues whatsoever myself (always latest Cutting-Edge), but I wanted to say that this

NoGround wrote:

Solution! I was right, OpenGL is NOT compatible with Nvidia G-Sync.


is incorrect, I've got a G-Sync 144 Hz monitor and everything works fine both with G-Sync and without (however having G-Sync enabled caps the game at 144 FPS, so I disable it for osu!).
Wesley
I am using the latest Stable release with full screen, 1360*768 resolution.
Specs:
i7-2630QM CPU (2GHz)
Intel(R) HD Grahpics 3000, using this to run osu
NVIDIA GeForce GT 540M

Basically the issue I am having is mainly related to CTB, STD and Mania both seem to run fine.
When I play any map, doesn't matter what sorta map or difficulty, my frames seem to drop quite a lot (making the fruit stay on its place for maybe less than a second, and then continues to move again or the fruit moves back up a few pixels and then continues to play); it happens pretty much every 5 seconds or so, if not less.
I tried using the Compatibilty mode, this doesn't change anything to the frame drops. Although this makes the response time even worse.

On the Stable (fallback) release I have zero problems with the lagspikes or response time.

Screenshot of the FPS meter:
Usually the squares besides the 5.4ms is all the way filled with red squares, both in menu and while playing.

gl_info.txt
GL Version: 3.1.0 - Build 9.17.10.4229
GL Renderer: Intel(R) HD Graphics 3000
GL Shader Language version: 1.40 - Intel Build 9.17.10.4229
GL Vendor: Intel
GL Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex
GL Context: Index: 6, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False

Also I tried running osu on BOTH gpu's, both have the same effect.
Spkz
I've been using cuttingedge for ages, yet for about 2 or 3 months ago, osu started to crash and give me BSODs very often. These don't happen when I switch back to the fallback stream, however despite these crashes and BSODs I'm still using cuttingedge because the performance is so much better there. I'd be happy if there would be some changes to stop these because it gets really annoying sometimes. EDIT: It doesn't matter if I use stable40 or cuttingedge, the results are the same.

Specs:
Intel Core i7-3630 QM CPU @ 2.4 GHz (4x core)
Intel HD Graphics 4000
NVIDIA GeForce GT 640M
8 GB of 1000 MHz RAM
Windows 7 Uitlimate x64
Samsung SyncMaster 2233SN 60Hz 1920x1080 resolution (using osu with fullscreen windowed mode)

GL log
GL Version: 4.5.0 NVIDIA 353.06
GL Renderer: GeForce GT 640M/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False

Some crash reports
2015.09.14. 20:41:27 error: System.ArgumentException: Az eltolás és a hossz a tömb határain kívülre mutat, vagy az elemszám nagyobb, mint a forrásgyűjtemény elemeinek száma az indextől kezdve a gyűjtemény végéig.
a következő helyen: System.IO.MemoryStream.Read(Byte[] buffer, Int32 offset, Int32 count)
a következő helyen: #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qF4lZ95TR3l7uo_nkXKhyMg==()
a következő helyen: #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qGoYfABh0mtQZmqMNQG76_Q==()
2015.09.15. 20:56:00 error: System.Net.WebException: A távoli kiszolgáló a következő hibát küldte vissza: (403) Tiltott.
a következő helyen: #=qgFm8xBLGJPWviUe54Ut0SGKY2BhAWsu9ZPEpU0khsTc=.#=q01vbvjnTX5JfefI0hGcRHH3vRF1wy$cx8FrGFoildIs=()
a következő helyen: #=q_CS8x7wmhABH9_oiHJnw6T7kmvBtxJp20iJn7Mcl3xI=.#=qNxVmePs4tAO3nCJlRzwf3Q==(Boolean #=qd99DYAN1VSubt2u88Przow==)
a következő helyen: #=q_CS8x7wmhABH9_oiHJnw6T7kmvBtxJp20iJn7Mcl3xI=.#=qVxz9vXTzsXjWgzpty25Kng==()
2015.09.16. 21:51:25 error: System.ArgumentException: Az eltolás és a hossz a tömb határain kívülre mutat, vagy az elemszám nagyobb, mint a forrásgyűjtemény elemeinek száma az indextől kezdve a gyűjtemény végéig.
a következő helyen: System.IO.MemoryStream.Read(Byte[] buffer, Int32 offset, Int32 count)
a következő helyen: #=qB7qk0iDGWeKQq747nKdicx0$PW9uG6en2rj2JEw4c4A=.#=qyZcrfwW2Ehy9CI58Ps3zjg==()
a következő helyen: #=qB7qk0iDGWeKQq747nKdicx0$PW9uG6en2rj2JEw4c4A=.#=qUt_LZbR_HzyGrwoOKqjwUg==()
2015.09.22. 13:48:41 error: System.Net.WebException: A távoli kiszolgáló a következő hibát küldte vissza: (403) Tiltott.
a következő helyen: #=qsx4CHt26K0lCr4CvqQzodEYyBVvX024G4aqjhY39vME=.#=qvCNMYGVFaXARI$fq76PFQVXlCFcPQaH5TH9oBrZYDhQ=()
a következő helyen: #=q9pzB$b4spFWxr363D0lzHMPd6ZfpYIzCiftWuS3zXU4=.#=qOjcO8xwWS_D4Ut$kmROcFQ==(Boolean #=qKkjw3b1_l3ySe7DPU6nj7Q==)
a következő helyen: #=q9pzB$b4spFWxr363D0lzHMPd6ZfpYIzCiftWuS3zXU4=.#=qv$hCQ3UOEsyFvj70CfeEoQ==()
2015.09.23. 19:19:52 error: System.Net.WebException: A távoli kiszolgáló a következő hibát küldte vissza: (403) Tiltott.
a következő helyen: #=qFcrC8CRnxoQZX5zB_fjKckm1GqU24VfTsoBIz5V8EIM=.#=qEGOW3pzPMMCEeT6kZYZwY9IDLmAYvJIrhbxGOPK3w3o=()
a következő helyen: #=qqoVBbdIewfDuaMHZDsGRil5aIA0det3QBA0sn3qvkoQ=.#=q2I8IAZhP9Nopr0DVige0Qg==(Boolean #=qd99DYAN1VSubt2u88Przow==)
a következő helyen: #=qqoVBbdIewfDuaMHZDsGRil5aIA0det3QBA0sn3qvkoQ=.#=q8eOzNYnmmtYQyEMgTquCkA==()
2015.09.23. 19:24:42 error: System.Net.WebException: A távoli kiszolgáló a következő hibát küldte vissza: (403) Tiltott.
a következő helyen: #=qFcrC8CRnxoQZX5zB_fjKckm1GqU24VfTsoBIz5V8EIM=.#=qEGOW3pzPMMCEeT6kZYZwY9IDLmAYvJIrhbxGOPK3w3o=()
a következő helyen: #=qqoVBbdIewfDuaMHZDsGRil5aIA0det3QBA0sn3qvkoQ=.#=q2I8IAZhP9Nopr0DVige0Qg==(Boolean #=qd99DYAN1VSubt2u88Przow==)
a következő helyen: #=qqoVBbdIewfDuaMHZDsGRil5aIA0det3QBA0sn3qvkoQ=.#=q8eOzNYnmmtYQyEMgTquCkA==()
2015.09.26. 11:25:28 error: System.NullReferenceException: Az objektumhivatkozás nincs beállítva semmilyen objektumpéldányra.
a következő helyen: #=quGh_Ve83Xz_G7oqbNqkLNkiNe_tg1jb3TKzf8iZ3QMM=.#=qz2z8IavrXMUu66hdfEJH5A==()
a következő helyen: #=quGh_Ve83Xz_G7oqbNqkLNkiNe_tg1jb3TKzf8iZ3QMM=.#=q_SaU52bbgpTQNqYh4BV75Q==()
2015.09.27. 15:30:44 error: System.NullReferenceException: Az objektumhivatkozás nincs beállítva semmilyen objektumpéldányra.
a következő helyen: #=qufmKFvanu1GJB8Q2UAWzyhH76TEb9qawP6R0uha2O8o=.#=qvxMNATT0AC5PwDyFaWxLwA==()
a következő helyen: #=qufmKFvanu1GJB8Q2UAWzyhH76TEb9qawP6R0uha2O8o=.#=qxc4dmevE6PD5bw4GbqyhCg==()
helion
Massive input lag and frequent but very short lag spikes during gameplay.
Framerate actually went up considerably compared to fallback (from ~1200 to over 2000).
Fullscreen mode is on, compatibility mode makes no difference.

AMD Phenom II X4 925
Geforce GTX 750 Ti (latest drivers)
Windows 8.1

gl_info
GL Version: OpenGL ES 3.0 (ANGLE 2.1.0.8afe1e1b8397)
GL Renderer: ANGLE (NVIDIA GeForce GTX 750 Ti Direct3D11 vs_5_0 ps_5_0)
GL Shader Language version: OpenGL ES GLSL ES 3.00 (ANGLE 2.1.0.8afe1e1b8397)
GL Vendor: Google Inc.
GL Extensions: GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker GL_EXT_color_buffer_float
GL Context: Index: 172474212, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False
Cosmic Energy
Specs:
NVIDIA GeForce GTX 750
AMD FX(tm) 63000 six-core processor
Only 8gb working ram atm
Windows 10 latest

Will get lag spikes when transitioning between songs and specific difficulties. They generally last for half a second, and during that time the game either freezes entirely or lags severely. It does not happen on ever song or map (it still happens almost every time), and if the map has been loaded already it will lag significantly less. In game if I get a 100 or 50 on a note the game freezes for a tenth of a second and often causes me to fail. Will come back soon after playing with it for a while with more specific numbers on fps drops and gl_info.
Damnjelly
split second laggspikes about every 2 seconds.
doesn't give the laggspikes with compatibility mode.
gives laggspikes in every version (except for fallback).
It's also prevelant on fullscreen with and without letterboxing on any resolution

2048 ATI AMD Radeon HD 8790M
Intel Core i7 4800MQ @ 2.70GHz
windows 10

gl_info
GL Version: 4.5.13397 Compatibility Profile Context 0
GL Renderer: AMD Radeon HD 8790M
GL Shader Language version: 4.40
GL Vendor: ATI Technologies Inc.
GL Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False
performance
24-10-2015 13:48:59: Slow frame detected: BetweenFrames:25 Update:83 Scheduler:5 Draw:108 SwapBuffer:414 Sleep:0
24-10-2015 13:49:06: Slow frame detected: BetweenFrames:0 Update:495 Scheduler:0 Draw:66 SwapBuffer:35 Sleep:0
24-10-2015 13:49:10: Slow frame detected: BetweenFrames:0 Update:228 Scheduler:0 Draw:17 SwapBuffer:0 Sleep:0
24-10-2015 13:49:16: Slow frame detected: BetweenFrames:0 Update:306 Scheduler:0 Draw:21 SwapBuffer:0 Sleep:0
24-10-2015 13:54:32: Slow frame detected: BetweenFrames:21 Update:27 Scheduler:0 Draw:128 SwapBuffer:28 Sleep:0
24-10-2015 13:54:58: Slow frame detected: BetweenFrames:0 Update:222 Scheduler:0 Draw:23 SwapBuffer:27 Sleep:0
24-10-2015 13:55:25: Slow frame detected: BetweenFrames:0 Update:178 Scheduler:0 Draw:17 SwapBuffer:20 Sleep:0
24-10-2015 13:55:26: Slow frame detected: BetweenFrames:0 Update:178 Scheduler:0 Draw:21 SwapBuffer:0 Sleep:0
24-10-2015 13:58:21: Slow frame detected: BetweenFrames:14 Update:0 Scheduler:0 Draw:21 SwapBuffer:166 Sleep:0
24-10-2015 14:04:24: Slow frame detected: BetweenFrames:0 Update:371 Scheduler:0 Draw:40 SwapBuffer:0 Sleep:0
24-10-2015 14:06:12: Slow frame detected: BetweenFrames:24 Update:28 Scheduler:0 Draw:138 SwapBuffer:22 Sleep:0
24-10-2015 14:08:12: Slow frame detected: BetweenFrames:25 Update:34 Scheduler:0 Draw:141 SwapBuffer:36 Sleep:0
24-10-2015 14:13:40: Slow frame detected: BetweenFrames:0 Update:402 Scheduler:0 Draw:5 SwapBuffer:0 Sleep:0
25-10-2015 13:47:29: Slow frame detected: BetweenFrames:12 Update:85 Scheduler:4 Draw:222 SwapBuffer:143 Sleep:0
25-10-2015 13:47:29: Slow frame detected: BetweenFrames:4 Update:2 Scheduler:437 Draw:1 SwapBuffer:1 Sleep:0
25-10-2015 13:47:55: Slow frame detected: BetweenFrames:1 Update:278 Scheduler:0 Draw:3 SwapBuffer:0 Sleep:0
25-10-2015 13:48:26: Slow frame detected: BetweenFrames:18 Update:93 Scheduler:3 Draw:110 SwapBuffer:19 Sleep:0
25-10-2015 13:48:32: Slow frame detected: BetweenFrames:0 Update:362 Scheduler:0 Draw:2 SwapBuffer:0 Sleep:0
25-10-2015 13:48:36: Slow frame detected: BetweenFrames:0 Update:845 Scheduler:0 Draw:52 SwapBuffer:1 Sleep:0
25-10-2015 13:49:46: Slow frame detected: BetweenFrames:0 Update:263 Scheduler:0 Draw:12 SwapBuffer:1 Sleep:0
25-10-2015 13:49:54: Slow frame detected: BetweenFrames:0 Update:227 Scheduler:0 Draw:35 SwapBuffer:0 Sleep:0
25-10-2015 13:50:41: Slow frame detected: BetweenFrames:0 Update:212 Scheduler:0 Draw:34 SwapBuffer:0 Sleep:0
25-10-2015 13:50:53: Slow frame detected: BetweenFrames:18 Update:84 Scheduler:3 Draw:104 SwapBuffer:11 Sleep:0
25-10-2015 13:50:53: Slow frame detected: BetweenFrames:13 Update:5 Scheduler:179 Draw:1 SwapBuffer:1 Sleep:0
25-10-2015 13:50:57: Slow frame detected: BetweenFrames:1 Update:269 Scheduler:0 Draw:2 SwapBuffer:0 Sleep:0
25-10-2015 13:51:11: Slow frame detected: BetweenFrames:12 Update:84 Scheduler:3 Draw:95 SwapBuffer:125 Sleep:0
25-10-2015 13:51:38: Slow frame detected: BetweenFrames:0 Update:746 Scheduler:0 Draw:50 SwapBuffer:0 Sleep:0
25-10-2015 13:51:42: Slow frame detected: BetweenFrames:0 Update:413 Scheduler:0 Draw:36 SwapBuffer:0 Sleep:0
25-10-2015 13:51:52: Slow frame detected: BetweenFrames:0 Update:1 Scheduler:10 Draw:256 SwapBuffer:0 Sleep:0
25-10-2015 13:55:40: Slow frame detected: BetweenFrames:6 Update:66 Scheduler:1 Draw:249 SwapBuffer:1138 Sleep:0
25-10-2015 13:56:37: Slow frame detected: BetweenFrames:0 Update:715 Scheduler:0 Draw:36 SwapBuffer:0 Sleep:0
25-10-2015 13:58:06: Slow frame detected: BetweenFrames:0 Update:248 Scheduler:0 Draw:3 SwapBuffer:0 Sleep:0
26-10-2015 17:36:14: Slow frame detected: BetweenFrames:5 Update:40 Scheduler:5 Draw:185 SwapBuffer:49 Sleep:0
26-10-2015 17:36:32: Slow frame detected: BetweenFrames:0 Update:848 Scheduler:0 Draw:34 SwapBuffer:0 Sleep:0
26-10-2015 17:37:03: Slow frame detected: BetweenFrames:0 Update:219 Scheduler:0 Draw:1 SwapBuffer:0 Sleep:0
30201102
Problems with Stable (Latest):

-EVERY beatmap crashes osu in one of 2 ways: either osu crashes in some arbitrary part of the map (usually the within the first 10 seconds but sometimes later), or osu will crash instantly when the beatmap is failed. I've tried this on 20 different beatmaps so far and I have been unable to pass a single one because osu will inevitably crash before the end of the map.
-Short lag spikes constantly during song selection as well as during gameplay (<1 second)
-FPS limited to ~240 whereas on Fallback it is ~340.
-Turning on compatibility mode resolves the crashing (on the same maps I tested before, at least), however, the lag spikes are still present, and there is a noticeable amount of mouse lag. Also, the FPS counter is no longer present but it is obvious I am getting much lower FPS compared to compatibility mode off.

GPU: GeForce GT 635M
Fullscreen: Yes
gl_info.txt (when compatibility mode is OFF)
GL Version: 4.3.0
GL Renderer: GeForce GT 635M/PCIe/SSE2
GL Shader Language version: 4.30 NVIDIA via Cg compiler
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
performance.log after switching to Cutting Edge and waiting for lag spikes
26-10-15 18:43:34: Slow frame detected: BetweenFrames:2 Update:0 Scheduler:258 Draw:0 SwapBuffer:0 Sleep:0
26-10-15 18:43:43: Slow frame detected: BetweenFrames:0 Update:322 Scheduler:0 Draw:24 SwapBuffer:9 Sleep:0
26-10-15 18:45:48: Slow frame detected: BetweenFrames:0 Update:224 Scheduler:0 Draw:22 SwapBuffer:0 Sleep:0
26-10-15 18:45:54: Slow frame detected: BetweenFrames:0 Update:202 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0

None of the above problems occur with the Stable (Fallback) release.
CyberPoutine
I can't get onto the latest build. What happens is I download the files needed, my osu updater runs, but when the game opens I'm still in the fallback version.

Compatibility mode is off.

I use ATI Mobility Radeon 7500 (I know I need to upgrade my pc...)

Changing to fullscreen did not make a difference.

It's probably worth mentioning I also cannot run cutting edge! or beta build.
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