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[Archived] Tablet bug when wisptis is running

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Topic Starter
Score_Under
When wisptis.exe is running, Osu! will only receive every second tap with the tablet (along with a few other problems outside of Osu!, for example holding the pen down will cause a right click). Can there be some way to detect if wisptis.exe is running and warn the user (and to disable the warning on tablets that it would not cause problems with, I assume this would be only on a touch screen)?

EDIT: And this was also what I assumed the "tablet bug" in previous versions to be - but it was probably a different glitch, judging by the way it was marked as fixed. This bug (wisptis, not old one) is probably not possible to fix aside from terminating wisptis.exe (which returns everything to normal again).

"Wisptis.exe" seems to run itself after using the handwriting feature of Windows Live Messenger.
peppy
Have you tried forcing tablet support in osu! options?
Topic Starter
Score_Under

peppy wrote:

Have you tried forcing tablet support in osu! options?
I have now, it now works even when wisptis.exe is running... (I wonder why Microsoft even invented that?)

Ah, and completely unrelated, but after leaving Osu! in the background for a while, it can lag on songs (3... *lag* fail, next play: 3, 2, *lag* *a few notes* *lag* fail, next play: 3, 2, *split-second pause* 1GO! *a few notes* *lag once it reaches next combo* fail) is there any way to re-load the theme's data into memory before playing a song? (this will also mean songs that use different themes won't make me keep restarting them until they finally fully load, as they lag when I play them even after using it for a while. Dejavu and Vermillion city are an example, and I absolutely despise the theme used with dejavu.)

EDIT2: With tablet support forced, and renderer switched to OpenGL, the wisptis problem persisted, I'm not sure how This is always reproducible this is.
peppy

Score_Under wrote:

Ah, and completely unrelated, but after leaving Osu! in the background for a while, it can lag on songs (3... *lag* fail, next play: 3, 2, *lag* *a few notes* *lag* fail, next play: 3, 2, *split-second pause* 1GO! *a few notes* *lag once it reaches next combo* fail) is there any way to re-load the theme's data into memory before playing a song? (this will also mean songs that use different themes won't make me keep restarting them until they finally fully load, as they lag when I play them even after using it for a while. Dejavu and Vermillion city are an example, and I absolutely despise the theme used with dejavu.)
All textures are loaded at song load. The problems you are seeing are because your graphics card does not have enough memory. Textures are being swapped between system memory and graphics memory on the fly. I'll look into whether I can do anything about this on my end, but would you mind telling me how many memory your graphics card has on-board before I bother?
Topic Starter
Score_Under

peppy wrote:

your graphics card does not have enough memory.
Then you're using more than 512MB of video memory :P
I also have 1GB of RAM.

If it's loading the graphics at song load, then it's probably lagging on the sound data. [hit sounds, Ready-3-2-1-Go, etc In my defense, I did say "theme data", not "theme graphic data" ;) ]
peppy
Sorry, but all samples, graphics, text, bytes, bits and particles are loaded before the song begins.

Maybe your graphics drivers aren't handling the swapping in of textures correctly (incorrectly swapping them out) or if you are running vista, it could be flooding your memory when rendering the UI.
Topic Starter
Score_Under

peppy wrote:

Sorry, but all samples, graphics, text, bytes, bits and particles are loaded before the song begins.

Maybe your graphics drivers aren't handling the swapping in of textures correctly (incorrectly swapping them out) or if you are running vista, it could be flooding your memory when rendering the UI.
Nope, I'm on XP, and it happens after switching programs so it is extremely likely to be the pagefile. It could even be uncached blocks of code, but either way the lag is a huge problem and makes it unplayable for about 5 rounds.

My graphics drivers don't cause this in normal play of Osu, so it's very unlikely to be that. I really don't get how it could be lagging if you load everything *even if it was loaded last time* for each song.
peppy
I don't suppose you have tried running using the OpenGL renderer? If you can only replicate on DirectX then this would isolate the issue.
Topic Starter
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peppy wrote:

I don't suppose you have tried running using the OpenGL renderer? If you can only replicate on DirectX then this would isolate the issue.
OK, but that'll mean I have to terminate wisptis again... D:

Right... I've completely abused my processor and RAM, ran ~20 flash animations and loaded a few BMPs, and still failed to cause a problem (tested twice) in OpenGL. I haven't tried the same thing in DirectX, so it may not actually *work*

EDIT: Make that 37 flash animations, but it didn't work on DX either.
EDIT2: Broke out the big guns:
#include <windows.h>
int main()
{
char*ch;
ch=VirtualAlloc(0,0x40000000,MEM_COMMIT,PAGE_EXECUTE_READWRITE); //1gb
while(1)
{
ch[rand()|((rand()<<16)&0x3FFF0000)]=rand();
}
}
(Ran before clicking on song but while on beatmap list)

On DX, I got a little of the lag, same with OpenGL.

Although not much on For The Ikarus. The one I experienced it "in-the-wild" with was Okkusenman, so let me try that now.

I don't think my computer's in a laggy mood today (mixed blessing, hah), I got a "Three .... t'oneGo!" from Okkusenman, I'll try on OpenGL again...

Lagged still, "Three... one-Go!"

I wonder if it is just .NET bytecode not being cached... either way, the lag is mainly at the sounds at the start, and (in these tests) there was a lot less lag after that, when we got into the actual song with the rows of combos.

Both songs tested had videos, too... It's annoying when a problem can be so unspecific.

It would probably work better if I actually *used* the computer instead of using hacky methods to try to emulate it. It seems firefox can't handle the strain very well, however :P
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