osu! hard crashes when you keep retrying a map with a video background.
Video
(YouTube decided it would take YEARS to process a 4 MB video. Why.)
Video
(YouTube decided it would take YEARS to process a 4 MB video. Why.)
Can confirm this happening randomly on IRC, PMs and channels.Kogarou- wrote:
I didnt even play, just opened osu! and said hello to tom
release b20150423cuttingedge
Foolish me. Why don't I use the search function on the website? ...VeilStar wrote:
A known issue. Not cuttingedge specific though. See t/215455buraimaster1234 wrote:
<spectator skip button stuff>
You should be getting above 300fps with those specs, using only the integrated graphics. Try using only the integrated graphics of the CPU instead of the Nvidia GPU (GPU's that use optimus seem to have memory bandwidths much lower than their specifications).Arnold0 wrote:
I don't know what happened to cutting edge build, but now, I can't put it anymore into fullscreen mode, and that makes it not very smooth, and add a very noticeable input lag making cutting edge build not enjoyable. I'll switch to beta as it still can be put to fullscreen, but if someday this comes to stable it'll meens I'll have to stop playing because of this input lag. My FPS are not realy low, they are like 250ish (They were 300ish with DirectX fullscreen before and still are on Beta or Stable) but my cursor act strangely, like it's delayed and that makes the game almost unplayable. Also, when looking auto playing, I had the feeling that framerate was not stable and had some very short lag spikes.
If you have some idea why I'll put my system specs here :
Windows 8.1
16GB of RAM
Intel Core i7 4702MQ
Nvidia GT-750M with optimus
wingman626 wrote:
well, i would like to report a still on-going issue with the triangles. after a while of running, FPS drops down from greater then 130 to around 30-40 fps.
This issue should be fixed. If it still happens to you it must be a different issue.wingman626 wrote:
i remember thevileone mentioned that the performance issue was fixed. but i wonder if certain GPU's still have a compatability issue.
There is no DirectX in the cuttingedge build. ???wingman626 wrote:
i run unlimited FPS with directx render. i dont run opengl
This is intended, for now at least, as OpenGL doesn't properly suport fulscreen. The current borderless should act as 'real' fullscreen though. Though if you have input lag while playing it doesn't. Is it like this on both your dedicated and integrated GPU? (Just wondering.)Arnold0 wrote:
I don't know what happened to cutting edge build, but now, I can't put it anymore into fullscreen mode
Not fixed on b20150423cuttingedge???BanchoBot wrote:
Issue(s) in this thread have been addressed by the following changes:The changes will be applied to builds newer than b20150421.7cuttingedge.
- Fix configuration/recovery dialog not working correctly. (peppy)
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.
Serious question to devs (in general, especially whoever came up with this idea): why ditch DX in favor of oGL? Literally the only advantage is (better?) Linux support, but as a dev, I simply do not and more importantly cannot care about LinuxVeilStar wrote:
This is intended, for now at least, as OpenGL doesn't properly suport fulscreen. The current borderless should act as 'real' fullscreen though. Though if you have input lag while playing it doesn't. Is it like this on both your dedicated and integrated GPU? (Just wondering.)Arnold0 wrote:
I don't know what happened to cutting edge build, but now, I can't put it anymore into fullscreen mode
Will attempt to reproduce and edit post with resultsVeilStar wrote:
Not fixed on b20150423cuttingedge???BanchoBot wrote:
Issue(s) in this thread have been addressed by the following changes:The changes will be applied to builds newer than b20150421.7cuttingedge.
- Fix configuration/recovery dialog not working correctly. (peppy)
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.
you're not a very good dev then, lol.bigfeh wrote:
but as a dev, I simply do not and more importantly cannot care about Linux
Offering support for Linux isn't worth it if the other platforms suffer from it in any way - be it an API you can no longer use or a dependence you used to have that you had to get rid of because Linux.Microsoft Vista wrote:
you're not a very good dev then, lol.bigfeh wrote:
but as a dev, I simply do not and more importantly cannot care about Linux
The performance increase apparently needs some more testing, which is why there'll be DirectX on stable/beta until OpenGL is at least as good as DirectX, I think.peppy wrote:
cross platform support, better performance on all PCs (eventually), future proofing.
Thing is, it's really not that DX > oGL or anything, it's all down to the implementationSlasherZX wrote:
There's really no problem in trying to support all platforms, but I don't see why OpenGL has to be forced just because of Linux if that's really the case. Can't it just be optional to choose between them? It was never really an issue to have it optional before. Granted that the old oGL wasn't that great afaik. But that shouldn't be an issue anymore.
Problem signature:
Problem Event Name: BEX
Application Name: osu!.exe
Application Version: 1.3.3.7
Application Timestamp: 553b0e9f
Fault Module Name: FRAPS32.DLL_unloaded
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 512c56b4
Exception Offset: 6ebf1ea0
Exception Code: c0000005
Exception Data: 00000008
OS Version: 6.2.9200.2.0.0.256.48
Locale ID: 1026
Additional Information 1: 5861
Additional Information 2: 5861822e1919d7c014bbb064c64908b2
Additional Information 3: 1a2a
Additional Information 4: 1a2aa8e38ac8adbb6fe1e594fa623c2e
AccessViolationException was unhandled
Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at OpenTK.Platform.Windows.Functions.SwapBuffers(IntPtr dc)
at OpenTK.Platform.Windows.WinGLContext.SwapBuffers()
at OpenTK.Graphics.GraphicsContext.SwapBuffers()
at #=qbB7axmsGD7MH$aJBFS3n8JG4D9DlyIG06gwgJKwyDD4=.#=qkXqXhXENNvvfPd1T9tLrag==()
at #=qffGv4fU91cYDyp9U3snhScIUOLqwqQZGKTdNsBBicq8=.#=q5v9K6Le1msGN66yEkFXlMQ==()
at #=qRio7xz2EyaOv$tv8xycHRQ==.#=qYeAGnBBoR4SbQiVMVswTbQ==()
at #=q9i439BqLzLKVKnJWszjqCpVeIqTEJERKE_D6RYM88W0=.#=q2J2aLctHuwy1K$L4fyhtUw==()
at #=q9i439BqLzLKVKnJWszjqCpVeIqTEJERKE_D6RYM88W0=.#=qHLWmOlq7xOMcGLlqNlwBew==(Object #=qiyZmoRVGhKzgH0TBgkDXZw==, EventArgs #=qezg1IIKwEwhQ4Kd$2$r_HQ==)
at #=qmK9RxUim$sdP_RZw1Um7ruiyzn6RJ1Cywz1Rv49hM9rZAaF8PNIWT_sG59$RXrxX.#=q28sc8wtGs7pTNVIkw_r3YQ==()
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qoN1A0JrL_vdQxOlp02VvZnJc8q0BSSca8tVw5jJGiF4=(Object #=qwRcPw184ZDZcffZDfa4Uzg==, EventArgs #=qVPH1f6gYyiqJYIBFqHqLXA==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=quzhJfQ7kbuHKezO_p3t0Vw==()
at #=q9i439BqLzLKVKnJWszjqCpVeIqTEJERKE_D6RYM88W0=.#=qUFoJaFQjr_S_3$QnVdeElQ==()
at #=q0p0_Jg37EJkfrlCoaRR_Ag==.#=qK3Bh1CcHdQphYICgJ2_g5g==(String #=qdQ6HUQQyDQ4pjmuURU_NvQ==, Boolean #=qjNcbvVFUbtv76ujk8LKN61LUpu_6hEjF5XKAm$TwEHM=, Boolean #=q9bhcfmjGZX$q3gQSVv1thTXz$zGLM_yS004gQq_HiPQ=)
at #=q0p0_Jg37EJkfrlCoaRR_Ag==.#=qS4rjc92thvVPIfv0b5hXxA==(String[] #=qH2WHpn$pHPGXCG$kCSUJLA==)
at #=q0p0_Jg37EJkfrlCoaRR_Ag==.#=qIB5g5Rvia_ifvdZwsYhtgQ==()
at #=q0CJ2dn4ZxmI7z4X4R$mBgRAsjUWN7CodF1H3wg7KwJQ=.#=qNSiWRbt1hQ9OyomqCG2ujw==()
Just disable the shaders in the options next time you open the game.[West] wrote:
Reloaded Osu! because I took out some followpoints, and when I reloaded it, my screen came up as this;
Problem Details: On loading Osu! my page appears jumbled or broken, not sure how to fix it, I can still click through the menus and hear music, it's just that the screen appears blank.
Not sure if it's a cutting edge related issue, or if I need to re-install, but I just wanna throw it out there.
Shift while osu! starts works for me.VeilStar wrote:
(Though shift+starting osu! is currenly broken? At least for me)
Odd... It just re-downloads the game trough the osu!updater and then start osu! for me, instead of bringing up the recovery/repair/settings window.Nabile wrote:
Shift while osu! starts works for me.VeilStar wrote:
(Though shift+starting osu! is currenly broken? At least for me)
I get this when turning on shader effects in the cuttingedge build. (Though for rakosi2 it turns black.) Anyhow, turn that setting off untill it's fixed.cheeseandcereal wrote:
<stuff>
Still getting the issue here (after updating).smoogipooo wrote:
Restart osu! to force an update and post if it still happens (I think this is/was a problem with shaders because the resources didn't get updated correctly).
It seems to render shader effects to the wrong render target, an uninitialized one instead of the backbuffer.smoogipooo wrote:
Restart osu! to force an update and post if it still happens (I think this is/was a problem with shaders because the resources didn't get updated correctly).
serious question, how do you even output from an unitialized "buffer" without something noticing the fuckupNabile wrote:
It seems to render shader effects to the wrong render target, an uninitialized one instead of the backbuffer.smoogipooo wrote:
Restart osu! to force an update and post if it still happens (I think this is/was a problem with shaders because the resources didn't get updated correctly).
See:
Actually it's probably copying from the wrong render target instead of the backbuffer, instead of rendering to the wrong RT. Sorry about that.bigfeh wrote:
serious question, how do you even output from an unitialized "buffer" without something noticing the fuckup
smoogipooo wrote:
Restart osu! to force an update and post if it still happens (I think this is/was a problem with shaders because the resources didn't get updated correctly).
Oh, okay. I guess this makes more sense, though I'm really sleepy right nowNabile wrote:
Actually it's probably copying from the wrong render target instead of the backbuffer, instead of rendering to the wrong RT. Sorry about that.bigfeh wrote:
serious question, how do you even output from an unitialized "buffer" without something noticing the fuckup