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nvm

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Topic Starter
idkhowtoclick
nvm solved
boat
Your input has zero to do with the visual output, this assuming you tap to the music and not what you see.

Regardless of what is displayed, the hitwindow will not be affected. Framerate can though, this is assuming you don't play vsynced which just about nobody would recommend nonetheless.
Topic Starter
idkhowtoclick

boat wrote:

Your input has zero to do with the visual output, this assuming you tap to the music and not what you see.
Yeah but if the screen shows stuff with a 16ms delay, it means that when I see the approach circle in the right position, it has already shrunk smaller.. I know I could just as well tap a little bit earlier but i'm just curious about this.
silmarilen
nearly everybody plays with 60hz and ive never heard anybody having problems with this because of that
boat
I'm not particularly literate on the subject, but I'm fairly certain this is not how it works. If the game is running vsynced at 60 frames per second and your monitor is on a 60hz refresh rate, no frames will be skipped and there is no delay. What is displayed is correct. This can only be noticable on higher framerates, as for example at 120fps, one frame will be skipped and between each frame there will be a tiny delay, although one not as big as you make of it and not even remotely enough to justify a custom offset even if you play solely by the visuals.

I'm not entirely sure how to calculate this on higher framerates and how they affect the hitwindows, but the visuals tend to be correct enough for as silmarilen already mentioned, just about nobody having an issue with it.

tl;dr: A refresh rate of 60 is more than sufficient to display a correct hitwindow.
TakuMii
The way the rendering works is that your GPU will pre-render frames before displaying them. Since osu! polls input every frame, your input will always be 1 or more frames behind. This is why the game feels more responsive at 120fps or more, as osu! will have a frame to poll before your screen refreshes, instead of just polling on the frame displayed and causing the input to be visualized a frame later.
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