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[Archived] Issues with Latest Cutting-edge Build (Post Here)

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JTF98
On cutting edge I keep experiencing lag spikes that only last a few frames, but I get them every few seconds. I Believe they are being caused by the SwapBuffer spiking for just one frame to 20ms. Screenshot here (look under my cursor) https://osu.ppy.sh/ss/3691388 I would also like to point out that it spikes on any frame limiter setting, and even with all detail settings disabled.
nns1337


Thanks for your message. It unfortunatelly did not fix the issue. I am still not able to update my client nor add beatmaps.
imagaK
I've just now got an issue while spectating someone, that the snow and logo pulsing would be seen at all times, even after I stopped spectating or started playing myself. Restarting fixes and so far I've not been able to reproduce this, but here's a screenshot during playmode.

Mr HeliX
The ranking in multiplayer is a bit off sometimes. I think it happens when people fail.
Pic:

Or perhaps it's supposed to be like that because of some fancy new ranking system I don't know about? :P
Btw, I love the new fancy scoreboard :3
xasuma
I cannot assure this issue is particular to cutting-edge. But since I changed to this build, I have gotten it 3 times now.

This is the replay: http://puu.sh/kgleM/2f084f3b24.osr
This is the score: http://puu.sh/kgl7Z/c4acde76e4.jpg

And it was 100% at the score screen (http://puu.sh/kgli0/deb7eb19fc.jpg), but then after watching the replay once, it changed to 99.61%.

If you see the replay, one of the first notes is counted as a 50, instead of a 300. (The score should be a 100%)

As I said, this is the third time this happened.

----------------------------------------------------------------------------------------------------------
Another bug

When I hit the osu direct link on the website, while running osu on fullscreen. This happens sometimes. http://puu.sh/kgn4S/b0e28e2746.jpg
Cant replicate it at will, just happens randomly-ish?
A Mystery

xasuma wrote:

Another bug

When I hit the osu direct link on the website, while running osu on fullscreen. This happens sometimes. http://puu.sh/kgn4S/b0e28e2746.jpg
Cant replicate it at will, just happens randomly-ish?
This is not CE specific I believe, but I have this bug literally half the time I use the osu!direct button on the website
Trosk-

A Mystery wrote:

xasuma wrote:

Another bug

When I hit the osu direct link on the website, while running osu on fullscreen. This happens sometimes. http://puu.sh/kgn4S/b0e28e2746.jpg
Cant replicate it at will, just happens randomly-ish?
This is not CE specific I believe, but I have this bug literally half the time I use the osu!direct button on the website
You are right, it's not CE specific. t/313548
xasuma
Yup, literally half of the time.

Anyways, I have another bug.


The friend and country charts don't always update after you get a score.(This is what I mean https://youtu.be/Zs2vXzGajhQ) Sometimes they take 10 seconds to update, sometimes they take 5 minutes. However the local and global lists are always updated immediately. So I think something is happening there. (Again, im not sure this is only in cutting edge, but at least it is in the cutting edge).

I ll be posting a few more bugs I keep seeing soon.. (I always get all the bugs..)
Tom94
That's not a bug. Stuff is queried from various servers which may take different times to update their data.

That being said, please don't report bugs in here which are not cutting-edge-specific. If a bug happens on all osu! versions, please just open a new thread.
Tom94

xasuma wrote:

I cannot assure this issue is particular to cutting-edge. But since I changed to this build, I have gotten it 3 times now.

This is the replay: http://puu.sh/kgleM/2f084f3b24.osr
This is the score: http://puu.sh/kgl7Z/c4acde76e4.jpg

And it was 100% at the score screen (http://puu.sh/kgli0/deb7eb19fc.jpg), but then after watching the replay once, it changed to 99.61%.

If you see the replay, one of the first notes is counted as a 50, instead of a 300. (The score should be a 100%)

As I said, this is the third time this happened.
Given how the score is stored _online_ as 99.61% this can not possibly be a replay issue. Are you super sure this was actually a 100% score?
imagaK

Tom94 wrote:

Given how the score is stored _online_ as 99.61% this can not possibly be a replay issue. Are you super sure this was actually a 100% score?
When I watch the replay it does show the hit300 texture when he hits the note, however no hitmarker appears on my scoremeter (in any of the accuracy segments). Also I can clearly hear that the hit timing is way off and the accuracy drops accordingly during playback, so it might just be a texture bug for this particular map/replay?
Broodich
Whenever im online and my internet drops i get HUGE freezes on song select screen which gets fixed only when my internet gets back online, and this has been happening since the network rework update (i think 2 weeks ago?). This even happens when i play offline and the internet drops, so the only way to fix this on my side is to disable my wifi.
edit: it also happens during main menu

video: http://puu.sh/khbSl/40e2bff5b5.mp4

Windows 8
xasuma

Tom94 wrote:

xasuma wrote:

I cannot assure this issue is particular to cutting-edge. But since I changed to this build, I have gotten it 3 times now.

This is the replay: http://puu.sh/kgleM/2f084f3b24.osr
This is the score: http://puu.sh/kgl7Z/c4acde76e4.jpg

And it was 100% at the score screen (http://puu.sh/kgli0/deb7eb19fc.jpg), but then after watching the replay once, it changed to 99.61%.

If you see the replay, one of the first notes is counted as a 50, instead of a 300. (The score should be a 100%)

As I said, this is the third time this happened.
Given how the score is stored _online_ as 99.61% this can not possibly be a replay issue. Are you super sure this was actually a 100% score?
After I finished playing the map, it showed 100% on the score screen. When I hit escape to go back to the song select menu, the score changed to 99.61%. (thats why I noticed). And at least on my end, the timing of the note is perfect (well, perfect enough) by sound. And it doesn't show as if the note was hit on the bottom hitmarker.
A Mystery

xasuma wrote:

After I finished playing the map, it showed 100% on the score screen. When I hit escape to go back to the song select menu, the score changed to 99.61%. (thats why I noticed). And at least on my end, the timing of the note is perfect (well, perfect enough) by sound. And it doesn't show as if the note was hit on the bottom hitmarker.
He is right
http://puu.sh/khuuF/909a073ef5.mp4

It sounds like he hits it perfectly on time, also, the first 3 times I watched the replay there was no "50", however after that a 50 is visible, but he definitely hits it on time

The hit error is completely on the right of the bar, which doesn't make sense
Frozenemerald
Hi my osu! crasher when i set storyboard on the map River Flow In You (viewtifulday Remix) https://osu.ppy.sh/s/300962

Message when osu! crash
SPOILER
System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
à #=q0WBlFxjwpr1D9W$f3C3vdPvYkbpYDAMMJMmp2TyAdhAPnmtq$9wt6uEc9J2$nic4.#=qqnXmK9dlc7OiSx7x6m18Yw==()
à #=qb0DEkwBavM7PXogqcwpUylczGbCuQ9U98ubePso4MzlNaC8yRY2ZZ6c9vbwTiRY7.#=qBjPXeDOKTmlNsC3YjH3XOCQ4yhfVOgXyMEj7PK73p8U=.#=q8EQC4_1BJD6YkJyYZA$DZEdbO5r8cWjIRxq7tGXU0O8=()
à System.Threading.ThreadHelper.ThreadStart_Context(Object state)
à System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
à System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
à System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
à System.Threading.ThreadHelper.ThreadStart()
Mr HeliX
More connection problems? Happens every few minutes. It doesn't seem to happen on stable.
Pics:
peppy
@Mr HeliX what version?
Mr HeliX
b20150919.1cuttingedge. The latest according to my osu.
Nenkai
Found a tiny bug in multiplayer where the [QUIT] state shows twice next to a name



Using b20150919.1cuttingedge
j4rno
Hi, using cutting edge b20150920.2, here is my problem:
It all starts fine play some songs but after some 5-15 mins the bar next to my latency(which remains between 0-5ms) increases and I have spikes while playing the only fix I found is to restart... but another 5-15 mins passes and there is the problem again.

EDIT: Image http://i.imgur.com/FxdAIbX.jpg?1

Hoping there is a fix, thanks.
Ayachi-
osu! version: 20150920.2cuttingedge
Unicdoe tags display as "?" on website in forums when updating maps with cutting edge.
http://puu.sh/kiFZX/7e225890ee.png
http://puu.sh/kiG0D/33bb866197.png
p/4457950
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Don't draw fps display over cursor or tooltips. (TheVileOne)
The changes will be applied to builds newer than b20150920.2cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix possible race condition caused by clearing sample events. (TheVileOne)
The changes will be applied to builds newer than b20150921cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix ToggleOnline button not reappearing when chat is closed when the chat text overlaps. (TheVileOne)
The changes will be applied to builds newer than b20150921.3cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
rus
idk if this has been posted yet even though i searched but this happens when i just use full screen mode (with or without letterboxing on)

http://puu.sh/kjqsX/740d56787d.jpg

my sliders? seem to have disappeared. and idk what happened to the screenshot its cut off ._.

EDIT: i seem to have fixed the invisible sliders by changing my desktop resolution to its native resolution. i was using 1280 x 768 originally with the black bars on the top and bottom of my 4:3 monitor. once i switched my resolution back to 1280 x 1024 it was fixed
Mr HeliX
This guy quit three times in one match :S
Using b20150921

EDIT: I swear I looked first, but didn't see someone already posted this. I'm so sorry :C *please don't kill me*
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix quit suffix sometimes appearing multiple times in multiplayer . (peppy)
  2. Fix osu!direct search results fading out too slow (and handling input while they did). (peppy)
The changes will be applied to builds newer than b20150922.1cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
RemiFlan
b20150922.1

I can't bind my up and down arrow keys to anything. Instead, it changes the volume.

http://puu.sh/kjLBo/1a332368fa.mp4

Just noticed the .2 update, problem still there
imagaK

RemiFlan wrote:

b20150922.1

I can't bind my up and down arrow keys to anything. Instead, it changes the volume.

http://puu.sh/kjLBo/1a332368fa.mp4

Just noticed the .2 update, problem still there

You can go to "Change keyboard bindings" and bind different keys to volume up/down. After that you can bind mania keys to up and down.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix game not starting when osu!ui.dll isn't up-to-dater. (peppy)
The changes will be applied to builds newer than b20150922.4cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
RemiFlan

imagaK wrote:

You can go to "Change keyboard bindings" and bind different keys to volume up/down. After that you can bind mania keys to up and down.

Thanks. I thought something was messed up because volume didn't take priority over keybinding before this update
abrian
Still a lot of frame drop in cutting edge....
experience none of that in stable

(0.8ms most of the times, jumps to ~2-4ms about every 10 seconds, feels like a few frames has skipped, never had this in stable)

I also tried the letter boxing options,
significantly higher frame loading time (~1.8 and jumps to 5ms from time to time)
Purpleguypwn
A downloading map in osu!direct will be stuck when cancelled. This will disappear when restarting osu.
How to reproduce: Download map. Right click and cancel it.
Trosk-

Purpleguypwn wrote:

A downloading map in osu!direct will be stuck when cancelled. This will disappear when restarting osu.
How to reproduce: Download map. Right click and cancel it.
Moved the post to Cutting Edge thread from the Beta thread.

I can get this effect too, if you cancel a download it will not disappear.

Markie

Markie wrote:

superryan14 wrote:

Not sure if this is a windows 10 thing, but it only happens on cutting edge, Every 5 to 6 seconds my osu freezes for less than half a second. on stable it works fine but thought I'd post something here.

http://ryan.cguy.me/6Qmh2.mp4 here is a video the FPS/latancy while doing nothing at the main menu, all processes are closed as well, only the essential ones are open at least to my knowledge. Again I was doing nothing but sitting in the main menu.
I can also confirm this;



OS: Windows 10 Pro x64
CPU: AMD FX-8350 Eight-Core @ 4.2GHz
GPU: NVIDIA GeForce GTX 980 Ti 6GB
RAM: Corsair Vengeance 1600MHz 16GB
SSD: Samsung 840 EVO 250GB

gl_info.txt
SPOILER
GL Version: 4.5.0 NVIDIA 355.97
GL Renderer: GeForce GTX 980 Ti/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 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GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 10, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
Update: Using Compatibility mode under Options -> Graphics -> Renderer seems to have fixed the stutters for me, can anyone else with this issue confirm?
abrian

Markie wrote:

Update: Using Compatibility mode under Options -> Graphics -> Renderer seems to have fixed the stutters for me, can anyone else with this issue confirm?
I can confirm this.
Seems like no more frame drop or at least none that affects my game-play.
However isn't it weird to use compatibility mode given that my system is probably very average...
DieBaumchen
somehow since the last 4-6 days the first approachcircles are jumping in for me, I hardly hit the first circle currently...

https://www.youtube.com/watch?v=QIToRzlIaig
Watch directly at second 1 at 0.25 speed the first approach circles

Some maps are fine, others aren't, couldn't find out what are the criteria for the maps who don't work(same, but with example of beatmaps who don't have the jumping approach circles)
https://www.youtube.com/watch?v=Y3ysH48Sfu8

I got this problem for Stable and Cutting Edge, never happened to me before

Other problem:
Stable and Cutting Edge have a different Offset for me, the standard Universal Offset isn't fitting the beatmap
https://www.youtube.com/watch?v=UFKZr9-510E
Stable works fine for me, the offset problem occured since I get error messages if the skin has errors in the configuration file

Specs:
i5-2400 @ 3.10 GHz 3.40 GHz
8 GB RAM
Windows 10 Pro x64

kind regards DieBaumchen

Edit:
setting frame limit from 120 to unlimited solved the jumping approach circles, deleting all setting files and letting osu detect the settings again solved the first problem(apparently some of my used settings were incompatible with the cutting edge build I guess)
dong
Can't connect to Bancho or update at all since the new netcode was implemented, still works on stable. Game acts as if there is no internet connection at all, but I get no issues with my internet outside of osu!

http://puu.sh/kkkS8.jpg


my ISP seems to be blocking access for some reason
Cosmic Energy
Problem Details:
I get over 1,000 FPS with directx in stable, but when I switch over to cutting edge (which, from what I understand has been openGL only for a while now) I get lag spikes and a lower framerate in general; the game is barely playable and the song select screen is ridiculous.


Video or screenshot showing the problem:
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osu! version: 20150922.7cuttingedge
Piine
Have you tried using compatibility mode in options that has OpenGL w/ ANGLE. Any difference in gameplay/frame rate?
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