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[osu!stable] i get a bsod everytime i left beatmap diff calculation after a few hours

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Topic Starter
Akurii_
Problem details:
i don't really know why this happens, my pc is dogwater but this never happened before, and it happened 3 times already, the bsod error is "driver power state failure" or something like that, and it's frustrating because the beatmap diff calculation can never finish because this happens and it's really slow so i can't really play the game.

Video or screenshot showing the problem:


osu! version: Stable 20241030 (latest)
chromb
have you tried updating your drivers? from what i'm finding online this could possibly be caused by one of your drivers erroneously trying to change whether ur pc is awake or not, and crashing.

(also try running windows updates)
Topic Starter
Akurii_
yes, i tried that but it didn't worked, i checked every device on device manager and it only updated some audio drivers i think but still doesn't work. i don't know what to do anymore, i got like the fifth bsod in a row trying to process the beatmaps and it's frustrating because i can't play the game, only with lagspikes on every map every 2 seconds
Blushing
Lets try to see if the diff calc is causing maps to trigger some type of issue:

Please open osu!, let diff calc run for a little bit, then go into the osu! folder, go into the logs folder, then locate the runtime.log. Copy and paste the entire log into this thread or something like pastebin so we can take a look.
Topic Starter
Akurii_
i let it run for about 20 minutes and this is the log

2024-11-05T00:22:40: GL Initialized
2024-11-05T00:22:40: GL Version: OpenGL ES 2.0 (ANGLE 2.1.0.0d79a9db3d42)
2024-11-05T00:22:40: GL Renderer: ANGLE (AMD Radeon HD 5450 Direct3D9Ex vs_3_0 ps_3_0)
2024-11-05T00:22:40: GL Shader Language version: OpenGL ES GLSL ES 1.00 (ANGLE 2.1.0.0d79a9db3d42)
2024-11-05T00:22:40: GL Vendor: Google Inc.
2024-11-05T00:22:40: 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_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_texture_storage GL_OES_texture_npot 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_OES_EGL_image GL_EXT_unpack_subimage GL_NV_pack_subimage GL_OES_vertex_array_object
2024-11-05T00:22:40: GL Context: Index: 219200108, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False

i had to go back to the menu to open the log folder because this shit is slow as fuck so i don't really know if this is correct
Blushing

Akurii_ wrote:

i let it run for about 20 minutes and this is the log

2024-11-05T00:22:40: GL Initialized
2024-11-05T00:22:40: GL Version: OpenGL ES 2.0 (ANGLE 2.1.0.0d79a9db3d42)
2024-11-05T00:22:40: GL Renderer: ANGLE (AMD Radeon HD 5450 Direct3D9Ex vs_3_0 ps_3_0)
2024-11-05T00:22:40: GL Shader Language version: OpenGL ES GLSL ES 1.00 (ANGLE 2.1.0.0d79a9db3d42)
2024-11-05T00:22:40: GL Vendor: Google Inc.
2024-11-05T00:22:40: 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_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_texture_storage GL_OES_texture_npot 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_OES_EGL_image GL_EXT_unpack_subimage GL_NV_pack_subimage GL_OES_vertex_array_object
2024-11-05T00:22:40: GL Context: Index: 219200108, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False

i had to go back to the menu to open the log folder because this shit is slow as fuck so i don't really know if this is correct

Is this the entire log?
Topic Starter
Akurii_
yeah

nvm here's another log, it updated

2024-11-05T00:22:40: GL Initialized
2024-11-05T00:22:40: GL Version: OpenGL ES 2.0 (ANGLE 2.1.0.0d79a9db3d42)
2024-11-05T00:22:40: GL Renderer: ANGLE (AMD Radeon HD 5450 Direct3D9Ex vs_3_0 ps_3_0)
2024-11-05T00:22:40: GL Shader Language version: OpenGL ES GLSL ES 1.00 (ANGLE 2.1.0.0d79a9db3d42)
2024-11-05T00:22:40: GL Vendor: Google Inc.
2024-11-05T00:22:40: 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_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_texture_storage GL_OES_texture_npot 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_OES_EGL_image GL_EXT_unpack_subimage GL_NV_pack_subimage GL_OES_vertex_array_object
2024-11-05T00:22:40: GL Context: Index: 219200108, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False
2024-11-05T01:35:13: ERROR: undo states
2024-11-05T01:35:13: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
2024-11-05T01:35:13: Parameter name: index
2024-11-05T01:35:13: at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
2024-11-05T01:35:13: at #=zdSrwgIFxKjf3ScmzkGPT2x8dSB49$xVeS5iPExPW4_$_3f1AYA==.#=zVikoxz7TAmmX()
2024-11-05T01:35:13: at #=zbn29GwpTPDtvAAONYviW3LYesLIOW_jVXA==.#=zcayvQnRQu8dA()
2024-11-05T01:35:13: at #=z_eNAN32bfwiStydbEx1ES9v1TOIm67mJnw==.#=zkp1NkJM=.#=z4yq3takjrmYx()
2024-11-05T01:35:13: at #=z_eNAN32bfwiStydbEx1ES9v1TOIm67mJnw==.#=zJ3MBeBA=
Blushing

Akurii_ wrote:

yeah

Do you happen to have maps like XNOR XNOR XNOR or other aspire maps? have you tried removing them from osu! and seeing if diff calc goes through? How many maps does it say it is trying to recalculate?
Topic Starter
Akurii_
i already deleted xnor xnor and i already deleted every aspire map i had but it doesn't seem to work. it says 16700 beatmaps left to calculate aprox.
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