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Real-time unstable rate metre

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6
This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +132
Topic Starter
Franc[e]sco
This is a quite simple request for a feature that will be useful to anyone who cares about his unstable rate.
My idea is to add a new score metre type that displays your accuracy's unstable rate in the bottom middle of the screen.

Something like this (sorry about the bad paint mockup):
unko
This is probably a duplicate but the search thing doesn't make it easy to find them. Basically sometimes I get a nice score but then fail, and I'm like "I wonfer what that unstable rate was like, i think i was being really accurate or vice versa" but I can't see it because i failed. So it would be nice if maybe next to the error graph somewhere it would show something like "Unstable rate: 56.34" but in a more fitting way. And it changes every 3rd note or something.
Oinari-sama
You mean something like t/87536?

I don't know how useful UR is during the play though (vs the realtime calculation required)... for real time ur see t/203796
GhostFrog
It wouldn't be that hard to have this calculated after each note. UR is 10 times standard deviation of hit error, which is the square root of the average of the squares of the difference of each hit error from the mean. The game would just need to keep a running sum of hit errors, number of objects hit, and the sum of the squares of hit errors. Given n objects hit with hit errors, h_i for 1≤i≤n and average hit error μ (which is of course sum of hit errors divided by n), standard deviation is just

and UR is 10 times that. Each of the values used in that formula only needs one simple calculation to update per object, so the performance hit would be negligible. I'm not sure if having it shown at all times would be useful because looking at it would probably make you miss - then again, the same is true of accuracy and that gets shown at all times. During breaks and after a fail would be nice though.
Ortlinde

GhostFrog wrote:

It wouldn't be that hard to have this calculated after each note. UR is 10 times standard deviation of hit error, which is the square root of the average of the squares of the difference of each hit error from the mean. The game would just need to keep a running sum of hit errors, number of objects hit, and the sum of the squares of hit errors. Given n objects hit with hit errors, h_i for 1≤i≤n and average hit error μ (which is of course sum of hit errors divided by n), standard deviation is just

and UR is 10 times that. Each of the values used in that formula only needs one simple calculation to update per object, so the performance hit would be negligible. I'm not sure if having it shown at all times would be useful because looking at it would probably make you miss - then again, the same is true of accuracy and that gets shown at all times. During breaks and after a fail would be nice though.
My eyes :cry:
VeilStar
Merged the threads as it was a duplicate but still contained some useful posts.

I like this feature request, actually, though I guess it's not the most useful of things, I like statistics like these.
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