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posted
Not sure what the new so called 60Hz in the fps counter means.
When I had unlimited frame limiter on it only shows 60Hz and significantly laggy experience?
even 120fps option was better, whats going on?
also is the ms metre at the bottom showing the ping?
posted

abrian159 wrote:

Not sure what the new so called 60Hz in the fps counter means.
When I had unlimited frame limiter on it only shows 60Hz and significantly laggy experience?
even 120fps option was better, whats going on?
also is the ms metre at the bottom showing the ping?
Read this to learn about the new FPS counter

[-Haqua-] wrote:

Testing out Cutting-Edge right now. It's pretty much fine for everything, except for one: Long times of keeping osu! hidden away with the Insert button will cause lag or crashes. It may seem strange, but I'm a fan of keeping my osu! in that state instead of exiting out of it. I do it for many reasons, but I'm not gonna put it here.

I've already tested, prolonged times of hiding osu! will cause lag before loading, or just crashes. The "offset meter" (the one on the bottom right, with the ms value) turns red at 200ms lag for a few seconds, after hiding osu! for around 45 minutes to 1 hour.
hmm i did get a crash once when i had left my CE on boss mode for 8+ hours but just now i woke it up from more then 4 hours of boss mode and it works fine here
posted

BeatBreakerS wrote:

abrian159 wrote:

Not sure what the new so called 60Hz in the fps counter means.
When I had unlimited frame limiter on it only shows 60Hz and significantly laggy experience?
even 120fps option was better, whats going on?
also is the ms metre at the bottom showing the ping?
hmm i did get a crash once when i had left my CE on boss mode for 8+ hours but just now i woke it up from more then 4 hours of boss mode and it works fine here

[-Haqua-] wrote:

Testing out Cutting-Edge right now. It's pretty much fine for everything, except for one: Long times of keeping osu! hidden away with the Insert button will cause lag or crashes. It may seem strange, but I'm a fan of keeping my osu! in that state instead of exiting out of it. I do it for many reasons, but I'm not gonna put it here.

I've already tested, prolonged times of hiding osu! will cause lag before loading, or just crashes. The "offset meter" (the one on the bottom right, with the ms value) turns red at 200ms lag for a few seconds, after hiding osu! for around 45 minutes to 1 hour.
Read this to learn about the new FPS counter
Still didn't answer my question :/
laggier while on unlimited? so do I keep it on 240fps to avoid it or what?
Also I still dont get what the ms is, is it how many framse in a ms?
posted
not sure why its lagging on high FPS maybe memory issue ?
as for the MS, from what i understand it represents the time taken to Render a Single frame
posted

BeatBreakerS wrote:

not sure why its lagging on high FPS maybe memory issue ?
as for the MS, from what i understand it represents the time taken to Render a Single frame
Alright, thanks anyway :3
posted
changed to beta and lines disappeared lol
posted
When flicking through the beatmap list, the background from the previous map can sometimes stick.

Stuck background: https://i.imgur.com/i2P0075.jpg
Expected: https://i.imgur.com/YSewox7.jpg
posted

Inundacion wrote:

changed to beta and lines disappeared lol
This has to be related to your setup then. Current beta build is the same as cutting edge was 2 days ago.
posted
In cutting-edge under wine, since the most recent update to cutting edge, selecting a song in the song list crashes the game. It gets stuck on about 38% CPU, is completely unresponsive (and doesn't redraw), and doesn't play any sound. Also, nothing is printed to the console and no error dialog appears.

This did not happen in yesterday's version(s) or any previous version, and happens every time without fail in this version.
posted
Can you provide the wine debug log?
posted
I found a small bug in the latest Cutting, 20150906.1, not sure if all the time, but when i quit out of a song, it doesn't play the music from the point i quit from, it goes to the preview point. I know this isn't major but it really bugs me
posted
The debug log is quite large. I ended up capturing it with these parameters:
WINEDEBUG=+all,-snoop,-heap,-reg,-opengl
Here's a gzip of the last 10,000 lines of the debug log: https://d.maxfile.ro/rsxgdtipfb.gz
All of those lines were printed while Osu was unresponsive.
posted

Moe Fishmonger wrote:

I found a small bug in the latest Cutting, 20150906.1, not sure if all the time, but when i quit out of a song, it doesn't play the music from the point i quit from, it goes to the preview point. I know this isn't major but it really bugs me
This is intended. Please read the changelog.

Score_Under wrote:

The debug log is quite large. I ended up capturing it with these parameters:
WINEDEBUG=+all,-snoop,-heap,-reg,-opengl
Here's a gzip of the last 10,000 lines of the debug log: https://d.maxfile.ro/rsxgdtipfb.gz
All of those lines were printed while Osu was unresponsive.
Could you try using this executable to see if it fixes your issue? https://www.dropbox.com/s/70b7z9qk01e59 ... 1.exe?dl=0
posted
2 issues related to the performance/health graph on the results screen:

1. Sometimes when leaving osu! unfocused when watching a replay and focusing it again after the replay has ended the graph won't draw properly.I'm using fullscreen+letterboxing and minimize my game by pressing the windows key and opening another window on top of it. It doesn't always seem to happen though. So far I've actually never replicated this when trying to replicate it, but have had it numerous times when I was just busy with other stuff



No, the graph doesn't draw any further, it just shows a slight portion of it and stays like that instead.
Sometimes that portion is drawn outside of the actual box, to the left of it instead.


2. After the end of a multiplaying match, if you click someone's name on the results screen their graph won't draw.
You can get it to 'magically pop up' by scrolling the results screen though.
(I don't have a screenshot of this saved.)
posted
Cutting edge build not starting because of this error
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
OpenTK.Graphics.GraphicsContextException: Failed to initialize EGL, error NOT_INITIALIZED.
at OpenTK.Platform.Egl.EglWindowInfo..ctor(IntPtr handle, IntPtr display, IntPtr surface)
at OpenTK.Platform.Egl.EglAnglePlatformFactory.CreateWindowInfo(IAngleWindowInfoInternal window_info, Int32 major, GraphicsContextFlags flags)
at OpenTK.Platform.Egl.EglAnglePlatformFactory.CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, Boolean directRendering, Int32 major, Int32 minor, GraphicsContextFlags flags)
at OpenTK.Graphics.GraphicsContext..ctor(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, Int32 major, Int32 minor, GraphicsContextFlags flags)
at #=q9dxucbh_Y2rJkI98J_ZDJWiqSr1Jf4FqOTrXrxPROOc=.#=qfyVnQJz9_TgTaj$IlmzFRQ==(Int32 #=qR89xsALkLYBd05cO$f$GCA==, Int32 #=qCg38u8LV_RJ0w1tuzY7_vA==, GraphicsContextFlags #=qcsO_FA9350iKLyBH_AH7UQ==)
at #=qQbB2REKlPKXqa407JOmQ_BJOTOYgu2OjcmZqOdoaapM=.#=qzEZA$JS65K8gGYi2SxWAnA==()
at #=qQbB2REKlPKXqa407JOmQ_BJOTOYgu2OjcmZqOdoaapM=.#=qzEZA$JS65K8gGYi2SxWAnA==()
at #=qQbB2REKlPKXqa407JOmQ_BJOTOYgu2OjcmZqOdoaapM=.#=qzEZA$JS65K8gGYi2SxWAnA==()
at #=qQbB2REKlPKXqa407JOmQ_BJOTOYgu2OjcmZqOdoaapM=.OnHandleCreated(EventArgs #=qG0E1nK0drZK8P_BTmdV7Hw==)
at System.Windows.Forms.Control.WmCreate(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmCreate(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at #=q2MH9cyblxsRlK6GuwJLn67MYjwW8FFfy7zWcUk6WEs4CA9e1JpsE_FMMGe94DnRo.WndProc(Message& #=qlUsdARGtOw_eVMhsOhleCA==)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
osu!
Assembly Version: 0.0.0.0
Win32 Version: 1.3.3.7
CodeBase: file:///C:/Program%20Files/osu!/osu!.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
OpenTK
Assembly Version: 1.1.0.0
Win32 Version: 1.1.2049.0
CodeBase: file:///C:/Program%20Files/osu!/OpenTK.DLL
----------------------------------------
zx_7ee5ae2c82b14d8ea82adecde5899239
Assembly Version: 0.0.0.0
Win32 Version: 1.3.3.7
CodeBase: file:///C:/Program%20Files/osu!/osu!.exe
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Numerics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------
System.Runtime.Serialization
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll
----------------------------------------
System.Xml.Linq
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
System.Data
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

This only happened on this new build.
posted

peppy wrote:

Could you try using this executable to see if it fixes your issue? https://www.dropbox.com/s/70b7z9qk01e59 ... 1.exe?dl=0
I can confirm that this fixes the issue for me, and that the issue was not already fixed in b20150907.12cuttingedge.

edit:
Unrelated, but I've noticed that songs spend most of their loading time reporting "sleep" in the timing graph. Is that normal?
posted
Umm..

This new text rendering thingy? :v The text is not looking as intended I think.. (scoreboard)

peppy wrote:

Please don’t comment on the new font; it will see improvements before going public.
posted

Score_Under wrote:

peppy wrote:

Could you try using this executable to see if it fixes your issue? https://www.dropbox.com/s/70b7z9qk01e59 ... 1.exe?dl=0
I can confirm that this fixes the issue for me, and that the issue was not already fixed in b20150907.12cuttingedge.

edit:
Unrelated, but I've noticed that songs spend most of their loading time reporting "sleep" in the timing graph. Is that normal?
Yes, that's normal. osu!'s main thread is sleeping so that osu! only fills your screen's refresh rate during load so that more work can be spent actually loading the map during those sleeps.
posted

Houtarou Oreki wrote:

Umm..

This new text rendering thingy? :v The text is not looking as intended I think.. (scoreboard)
If you say that because of the vertical alignment, it is gonna be fixed in the future.
posted
Problem Details:
About every 30-70 seconds, I get a sutter. I can see this as the ms counter goes from .23 to 1.-- to 4.-- and it really messes up gameplay
I do not know what causes this.

It is not my computer, as I have a very high end ( gtx 970, 16gb ram, i5 3570k@3.4ghz)


Video or screenshot showing the problem:
unable to take a screenshot of this as it happens very quickly


osu! version: 20150907.12cuttingedge
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