Seriously?Kheldragar wrote:
Does that mean 2999 and below or 2000 and below
Seriously?Kheldragar wrote:
Does that mean 2999 and below or 2000 and below
It doesn't really matter as it's just a general estimate, but most people I meet in multi with 2999 and below seem to be able to read AR10.Kheldragar wrote:
Does that mean 2999 and below or 2000 and below
not trueNameless wrote:
AR10 is definitely readable at 60hz. You might experience a few problems with 10.3, though.
It magnifies everything else though.chainpullz wrote:
The AR10 aspect of HR isn't really even the difficult part.
What do you mean? Like it makes every other aspect like acc harder?Narrill wrote:
It magnifies everything else though.chainpullz wrote:
The AR10 aspect of HR isn't really even the difficult part.
I'd say it affects your unstable rate. On parts where you were unstable to begin with things just get worse. If you don't have issues with unstable rate then simply playing AR10 for a little bit will usually fix for accuracy. If we add higher OD as well then a larger adjustment is needed due to a tighter hit window. On top of that, the tighter hit window will really showcase sections where you aren't very stable.Kheldragar wrote:
What do you mean? Like it makes every other aspect like acc harder?Narrill wrote:
It magnifies everything else though.
It makes every aspect of everything harder by forcibly reducing the amount of time you have to react to each note. A player who could otherwise FC the map, even with OD10 and CS5.2, might easily fail if they weren't prepared for the AR.Kheldragar wrote:
What do you mean? Like it makes every other aspect like acc harder?
But isn't it generally easier to acc higher ar's?Narrill wrote:
It makes every aspect of everything harder by forcibly reducing the amount of time you have to react to each note. A player who could otherwise FC the map, even with OD10 and CS5.2, might easily fail if they weren't prepared for the AR.Kheldragar wrote:
What do you mean? Like it makes every other aspect like acc harder?
It is if you can actually play/read/whatever that ar, otherwise well...you knowKheldragar wrote:
Narrill wrote:
But isn't it generally easier to acc higher ar's?
Maybe if you can read them.Kheldragar wrote:
But isn't it generally easier to acc higher ar's?
I thought you were talking about ar10 making everything harder in the context of being able to read it since chainpullz said it "isn't even the difficult part"Narrill wrote:
Maybe if you can read them.Kheldragar wrote:
But isn't it generally easier to acc higher ar's?
Nobody outside of like top couple hundred players is even capable of passing that map with a respectable score. It would make for a horrible test suite as such.felicitousname wrote:
https://osu.ppy.sh/b/201666&m=0
Here's a mapset you can use to test how AR affects play, all other variables are fixed (nearly).
Define "possible to play" because I can stretch that to mean I could play Maffalda DTHRNF.Kaoru wrote:
BTW, it's possible to play ar11 on 60hz.
Mahoganytooth wrote:
Because hidden is bad and you should feel bad
Could stretch the statement to simply DTHR maffalda and wouldn't be able to disprove the statement.Kheldragar wrote:
Define "possible to play" because I can stretch that to mean I could play Maffalda DTHRNF.Kaoru wrote:
BTW, it's possible to play ar11 on 60hz.
If you use raw input and a mouse with 1000hz you would need atleast 1000fps or else you will have inconsistent mouse tracking. Turning off raw input and applying mouse fixes seem to solve this issue.[MY] yummy90 XP wrote:
As what Endaris have mentioned, according to this table
with a 60Hz you get an input delay of 0.01666666 seconds which is about 17 ms which is way below the requirement for ar10 (450)Higher hz only helps with eyestrain and games with alot of motion which standard isnt. Suck less and play morealso I find this thread on steam quite informative
As for fps, most people would say that 240 fps is more than enough anything higher would be hardly noticeable but good to have
This is stupid and not trueZenithPhantasm wrote:
If you use raw input and a mouse with 1000hz you would need atleast 1000fps or else you will have inconsistent mouse tracking. Turning off raw input and applying mouse fixes seem to solve this issue.
game logic != input interruptsZenithPhantasm wrote:
Its a known fact that game logic only runs at the same rate as fps.
Interrupts are still handled by a kernel-level driver, not the game. Raw input simply bypasses OS postprocessing, if there's anyZenithPhantasm wrote:
Sure if it was over PS/2. But USB is polled and I doubt the vast majority of osu players use PS/2 mice and kb.
You're underestimating the capacity of people to fuck things up, I'm sure there's a waybigfeh wrote:
Having a higher polling rate will never affect how precise or responsive the game is, no matter how retarded the code gets
I might be, surePhilosofikal wrote:
You're underestimating the capacity of people to fuck things up, I'm sure there's a waybigfeh wrote:
Having a higher polling rate will never affect how precise or responsive the game is, no matter how retarded the code gets