Didn't know my SB crashed games lol, achievement unlocked
The map is pog and I enjoyed SBing it (at the time I still liked SBing) I just wished I had better knowledge of optimisation at the time
in the first 10 seconds the hitnormals aren't that audible over the song which makes the (lack of) feedback a bit jarring, could use a few more whistles where they fit i.e. 00:01:516 (2) - 00:04:425 (5) - 00:07:334 (2) - 00:10:243 (5) - , and also wherever there is active 1/4
yea misery diff may just be missing stuff overall like look at 01:31:698 (1,2,3,4,5) - for example, might wanna look over the entire diff hs wise
iirc ur diff felt ok fusion but im in bed rn so if you feel like it could be added then feel free
edit: ye seems fine just in general @jory use the whistle structure that the 2nd bottom diff does + any additional that u feel would help for 1/4 in these sections and should be good to go
In line 15231 there is a sb\white.png that is prematurely initialised with a F,0,0,,0 even though it won't get used for another 2min, remove that single fade command.
Same thing occurs in line 42581
For the squares that are moving up in the background you could save a LOT of commands.
As an example, in line 30723 of your .osb you have one such sprite looking like this:
Sprite,Foreground,Centre,"sb\pink.png",0,0
R,16,90581,90718,0,1.570796
F,0,90627,,0.45
S,0,90627,,0.12
M,22,90627,90809,120,490,120,442
R,16,90763,90899,0,1.570796
M,22,90808,90990,120,442,120,394
R,16,90945,91081,0,1.570796
M,22,90990,91172,120,394.0001,120,346.0001
R,16,91127,91263,0,1.570796
M,22,91172,91354,120,346.0001,120,298.0001
R,16,91308,91445,0,1.570796
M,22,91354,91536,120,298.0001,120,250.0001
R,16,91490,91627,0,1.570796
M,22,91536,91718,120,250.0001,120,202.0001
R,16,91672,91809,0,1.570796
M,22,91718,91900,120,202.0001,120,154.0001
R,16,91854,91990,0,1.570796
M,22,91899,92081,120,154.0002,120,106.0002
R,16,92036,92172,0,1.570796
M,22,92081,92263,120,106.0002,120,58.00019
R,16,92218,92354,0,1.570796
M,22,92263,92445,120,58.00022,120,10.00022
R,16,92399,92536,0,1.570796
M,22,92445,92627,120,10.00024,120,-37.99976
R,16,92581,92718,0,1.570796
M,22,92627,92809,120,-37.99974,120,-85.99973
Kind of obvious here is that you're essentially just repeatedly rotating the sprite on a set interval from 0 to pi/2 which would save a lot of commands (and filesize) given that there are hundreds of these. So just from looking at the rotation this can instead look like this:
Sprite,Foreground,Centre,"sb\pink.png",0,0
_L,90536,12
__R,16,45,182,0,1.570796
_F,0,90627,,0.45
_S,0,90627,,0.12
_M,22,90627,90809,120,490,120,442
_M,22,90808,90990,120,442,120,394
_M,22,90990,91172,120,394.0001,120,346.0001
_M,22,91172,91354,120,346.0001,120,298.0001
_M,22,91354,91536,120,298.0001,120,250.0001
_M,22,91536,91718,120,250.0001,120,202.0001
_M,22,91718,91900,120,202.0001,120,154.0001
_M,22,91899,92081,120,154.0002,120,106.0002
_M,22,92081,92263,120,106.0002,120,58.00019
_M,22,92263,92445,120,58.00022,120,10.00022
_M,22,92445,92627,120,10.00024,120,-37.99976
_M,22,92627,92809,120,-37.99974,120,-85.99973
This way you're essentially going to save almost half the commands per sprite which in turn almost halves the command mountain above.
(There's a 45ms delay between rotations so I added that to the rotation inside the loop to keep it and substracted it from the initial start time)
As you can see the sprite in line 30723 only changes in the Y part, so you could reduce the fliesize taken up by these sprites by only using MY commands instead, like this:
Sprite,Foreground,Centre,"sb\pink.png",120,0
_L,90536,12
__R,16,45,182,0,1.570796
_F,0,90627,,0.45
_S,0,90627,,0.12
_MY,22,90627,90809,490,442
_MY,22,90808,90990,442,394
_MY,22,90990,91172,394.0001,346.0001
_MY,22,91172,91354,346.0001,298.0001
_MY,22,91354,91536,298.0001,250.0001
_MY,22,91536,91718,250.0001,202.0001
_MY,22,91718,91900,202.0001,154.0001
_MY,22,91899,92081,154.0002,106.0002
_MY,22,92081,92263,106.0002,58.00019
_MY,22,92263,92445,58.00022,10.00022
_MY,22,92445,92627,10.00024,-37.99976
_MY,22,92627,92809,-37.99974,-85.99973
The entire thing becomes even more effective if you reduce the accuracy of the coordinates because none will be able to spot any changes to more than 1 pixel accuracy for this kind of effect anyway.
Sprite,Foreground,Centre,"sb\pink.png",120,0
_L,90536,12
__R,16,45,182,0,1.570796
_F,0,90627,,0.45
_S,0,90627,,0.12
_MY,22,90627,90809,490,442
_MY,22,90808,90990,442,394
_MY,22,90990,91172,394,346
_MY,22,91172,91354,346,298
_MY,22,91354,91536,298,250
_MY,22,91536,91718,250,202
_MY,22,91718,91900,202,154
_MY,22,91899,92081,154,106
_MY,22,92081,92263,106,58
_MY,22,92263,92445,58,10
_MY,22,92445,92627,10,-38
_MY,22,92627,92809,-38,-86
This finally takes up less than half the filesize. Given that this effect in total takes up about 1/3 of your entire .osb, this would save roundabout 400kb in filesize. So not bad but also not terribly necessary, consider if it's worth the effort and feel free to close without changes if it's not.
Additionally the loop thing applies once again in the Kiai for the mild flash effects you use with bgBlurBright and the likes (line 145). Using a new sprite for each "flash" as seen starting from line 288 is also kind of acceptable instead of a loop but only preferable if there are a bit bigger gaps between each fade in.
The command count in this part is already good enough for me (about 2k commands as seen in ur graph) so saving another 40 commands is not that big of a deal
It's fine as it is imo
honestly I don't know how viable this will be but is there any means possible of reducing the SB Load?
it literally causes me to crash when opening the map in mapset verifier and een did say it lagged him while checking as well and the storyboard is definitely interesting enough for some people to want to use it while playing (also new players will have it on by default in some cases even)
edit: just played it on my good pc and i still lagged during the chorus :(
so I think it's worth looking into at least since it would greatly improve the experience for a demographic of players without great PCs
Ok did some optimisation with the help of endaris, chorus should perfome much better and helped reduce osb size by 400kb (from 2.2mb to 1.8mb)
The same principle for using loops applies for all of your center sprites (the circle parts rotating around the square) which are starting in line 40131 / 01:10:241 -
Sprite,Foreground,Centre,"sb\r1b.png",320,240
_F,0,69354,69445,0,1
_S,19,69354,69581,0,0.52
_R,0,69536,90263,0,43.9823
_S,0,69581,69718,0.52,0.36
_S,19,81535,81626,0.36,0.414
_S,0,81626,81808,0.414,0.36
_S,19,82262,82353,0.36,0.414
_S,0,82353,82535,0.414,0.36
_S,19,82990,83081,0.36,0.414
_S,0,83081,83263,0.414,0.36
_S,19,83717,83808,0.36,0.414
_S,0,83808,83990,0.414,0.36
_S,19,84444,84535,0.36,0.414
_S,0,84535,84717,0.414,0.36
_S,19,85172,85263,0.36,0.414
_S,0,85263,85445,0.414,0.36
_S,19,85899,85990,0.36,0.414
_S,0,85990,86172,0.414,0.36
_S,19,86626,86717,0.36,0.414
_S,0,86717,86899,0.414,0.36
_S,19,87353,87444,0.36,0.414
_S,0,87444,87626,0.414,0.36
_S,19,88081,88172,0.36,0.414
_S,0,88172,88354,0.414,0.36
_S,19,88808,88899,0.36,0.414
_S,0,88899,89081,0.414,0.36
_S,19,89535,89626,0.36,0.414
_S,0,89626,89808,0.414,0.36
_S,19,90262,90353,0.36,0.414
_R,0,90263,93354,43.9823,69.11504
_S,0,90353,90535,0.414,0.36
_S,19,90990,91081,0.36,0.414
_S,0,91081,91263,0.414,0.36
_S,19,91717,91808,0.36,0.414
_S,0,91808,91990,0.414,0.36
_S,19,92444,92535,0.36,0.414
_S,0,92535,92717,0.414,0.36
_F,0,93354,93355,1,0
All the repeating scale changes can go into a loop instead:
Sprite,Foreground,Centre,"sb\r1b.png",320,240
_F,0,69354,69445,0,1
_S,19,69354,69581,0,0.52
_R,0,69536,90263,0,43.9823
_S,0,69581,69718,0.52,0.36
_L,81081,16
__S,19,454,545,0.36,0.414
__S,0,545,727,0.414,0.36
_R,0,90263,93354,43.9823,69.11504
_F,0,93354,93355,1,0
Not suuuper big but if you do it across all the sprites for the center effect this should add up to several hundred commands being saved and since this reduces the current peak load, this is something you should consider doing.
Mainly cuz it was using so much commands before so I had to tweak it so it looks decent and not use 10 000 commands, the spectrum is not a focal point of those sections so it's fine if it looks bad at times
Your mania columns at 00:55:229 - have for some reason a couple duplicate commands you can remove. https://endaris.s-ul.eu/TRXlBhCX.png
e.g. in line 64496 and 64497, there's the same command twice.
No idea why they are there, my mania script is 400 lines of code and I can't really see where this is occuring
Probably won't spend much time on this cuz it only saves a couple of commands on a no so crouded part so I think it's fine
Another thing I would suggest for the spectrum is maybe removing the rightmost bar because it is not moving at all. Alternatively you can try to change the line
var fft = var fft = GetFft(time + fftOffset, BarCount, null, FftEasing);
to just
var fft = GetFft(time + fftOffset);
The former cuts off a lot of the spectrum on the right part through the InExpo-Easing that you're probably using. This can be good because the high frequency stuff is not very audible and con look a bit random but if stuff is not moving at all I think that's still preferable.
I tweaked a lot of the scpetrum script to get it like this (so the script doesn't use a million commands to work) and I don't wanna change it further at this point
Mainly cuz the performance benefit of that is pretty minor, and it doesn't look bad if it's not moving a lot
this storyboard looks simple and interesting to be played on with it, but the optimization of this are pretty lack.
Consider to compress image quality for better storyboard performance.
Thanks for the feedback
tbh the storyboard is not meant to be played with it enabled, it's too distracting and no one really plays with SB on, if I wanted to have a gameplay experience enhancement I would've used the overlay layer so it forces elements to spawn on top of the beatmap hitobjects,
As for the performance, if you are talking about the number of commands per seconds they may not be that greate, but overal perf is pretty good (I'm hitting 120fps locked on an quadcore 2.5Ghz + intel graphics)
But there are 4 assets I use in the kiai section that are not compressed, and storyboard could benefit from compressing those a lot, so I'm defenitely gonna do that
Other than that all the assets and sprites used are pretty light weigh, (from 10 to max 200kb beside those mentioned above)
Mapset Verifier i still saying "sb\jap.png" and "sb\bigW.png" are missing. Not going to reopen this is isn't an issue but I didn't see where the second supposedly missing file was used in the SB. Also, the storyboard in itself seems unfinished in the kiai section.
my bad, forgot to delete this one and was confused cuz I thought I used it, will be removed from the next version of the storyboard
god i hate it when people make fun of me for simping on fictional characters that will never exist tbh
The soft-hitwhistle hitsound seems a lot quieter than all of the other hitsounds and is often drowned out, especially when there is a finish or clap on the same object. I'd recommend amplifying that sound for better feedback. The soft-hitclap sound effect is also super loud compared to the other hitsounds, so I'd recommend turning that down so you don't drown out the other hitsounds.
[Metadata Check]
Primary source: https://diverse.direct/megarex/mrx-048/
Secondary source: https://groovecoaster.com/apps/en/music.html
Tertiary source (Unofficial since it's not directly from arcaea but there are videos): https://arcaea.fandom.com/wiki/Modelista
I suggest you add these to your tags..
lowiro
TAITO CORP
2019
[MP3 Check]
I went ahead and did a spectral scan (https://motori.s-ul.eu/87GhV5fK) of your current MP3 and it appears to be encoded at a higher bitrate than it's true value.
It currently cuts off at 15.8KHz which is comparable to 128kpbs. It is also really loud (clipping) in many different areas.
Since the only available higher quality versions of this song are available for purchase only as an extended mix, I advise that you re-encode the mp3 to 128kpbs.
I've actually gone ahead and re-encoded a MP3 of the correct quality for you to use and will be providing the timing shift so you can change this easily.
Spectral scan: https://motori.s-ul.eu/3V7LHwZy
NEW MP3: https://motori.s-ul.eu/xoZ8UqDh
Offset & Shift: 2 (+2ms)