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Ar10 reading on 60hz

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Nameless
AR10 is definitely readable at 60hz. You might experience a few problems with 10.3, though.
bigfeh

Nameless wrote:

AR10 is definitely readable at 60hz. You might experience a few problems with 10.3, though.
not true
chainpullz
Reading AR10 isn't difficult. It just takes lots of practicing AR10 and a lot of focus. If you primarily play ranked maps then playing AR10 is nearly synonymous with HR which also happens to bring higher CS and OD to the table. The AR10 aspect of HR isn't really even the difficult part.

AR10.3 maps tend to be at a high enough BPM/density that even on a lower AR you would struggle. If that weren't so much the case then reading AR10.3 wouldn't be as much of a rarity as it currently is.
nrl

chainpullz wrote:

The AR10 aspect of HR isn't really even the difficult part.
It magnifies everything else though.
Yuudachi-kun

Narrill wrote:

chainpullz wrote:

The AR10 aspect of HR isn't really even the difficult part.
It magnifies everything else though.
What do you mean? Like it makes every other aspect like acc harder?
-Makishima S-
WHile lately i had some fun with ar10 (there is one map which probably will go into ranked soon marked by HDHR dream... ya know, easy patterns, good song, nothing to expect more), playing ar8+hr start is always a failure, total.

So i went into Index ask, started reading, page after page, analyzing his answers and at the end, i am warming up by playing 5-6* relax+hr. Somehow helps to get my eyes moving into proper notes. Ya, index da god, he knows best how to do this shit. Still noone exept him HR Last Journey / HOOT ^^.
With some time, ar10 starts to be slower and more visible to eyes but this doesn't mean, i am actualy able to read more complicated patterns. Not mention triples / streams are still like black magic and it's more like - luck to actualy not get miss/100's on them.

But that's just my personal small experience. To be quite clear, my ar10 reading is shit as ekhm..... gotta work in fun time on it tho.

@Edit - normal keyboard + 60hz + ~2k fps here, 1920x1080 BFS. So OP - get your 3 letters into - play more ar10.
ZenithPhantasm

Narrill wrote:

chainpullz wrote:

The AR10 aspect of HR isn't really even the difficult part.
It magnifies everything else though.
HR makes it easier to read because smaller circles faster AR means less note density assuming AR10 and CS5.2 doesnt bother you the hardest part is OD 9.8-10
chainpullz

Kheldragar wrote:

Narrill wrote:

It magnifies everything else though.
What do you mean? Like it makes every other aspect like acc harder?
I'd say it affects your unstable rate. On parts where you were unstable to begin with things just get worse. If you don't have issues with unstable rate then simply playing AR10 for a little bit will usually fix for accuracy. If we add higher OD as well then a larger adjustment is needed due to a tighter hit window. On top of that, the tighter hit window will really showcase sections where you aren't very stable.

Outside of mismatches between AR and BPM/Density AR10 on it's own usually isn't a large step up in difficulty on it's own. AR10.3 is similar except, for me, it doesn't look comfortable until like 235+ bpm at which point unstable rate is a massive detriment.
nrl

Kheldragar wrote:

What do you mean? Like it makes every other aspect like acc harder?
It makes every aspect of everything harder by forcibly reducing the amount of time you have to react to each note. A player who could otherwise FC the map, even with OD10 and CS5.2, might easily fail if they weren't prepared for the AR.
Yuudachi-kun

Narrill wrote:

Kheldragar wrote:

What do you mean? Like it makes every other aspect like acc harder?
It makes every aspect of everything harder by forcibly reducing the amount of time you have to react to each note. A player who could otherwise FC the map, even with OD10 and CS5.2, might easily fail if they weren't prepared for the AR.
But isn't it generally easier to acc higher ar's?
Deva

Kheldragar wrote:

Narrill wrote:

But isn't it generally easier to acc higher ar's?
It is if you can actually play/read/whatever that ar, otherwise well...you know
nrl

Kheldragar wrote:

But isn't it generally easier to acc higher ar's?
Maybe if you can read them.
Yuudachi-kun

Narrill wrote:

Kheldragar wrote:

But isn't it generally easier to acc higher ar's?
Maybe if you can read them.
I thought you were talking about ar10 making everything harder in the context of being able to read it since chainpullz said it "isn't even the difficult part"
chainpullz
I think the difficulty change from AR is dependent on the note density so it's hard to make a strong blanket statement on it. For some maps higher AR can take you from the dense side of the spectrum that is hard to focus with to a comfortable density or from comfort to the sparse side of the spectrum where you can no longer leverage visual patterns as much for reading.

If I were to revise my original statement to be more careful I would say that increases in OD and CS strictly increase difficulty whereas AR increases cause varying changes in difficulty.

That statement isn't very interesting though. :P
felicitousname
https://osu.ppy.sh/b/201666&m=0

Here's a mapset you can use to test how AR affects play, all other variables are fixed (nearly).
chainpullz

felicitousname wrote:

https://osu.ppy.sh/b/201666&m=0

Here's a mapset you can use to test how AR affects play, all other variables are fixed (nearly).
Nobody outside of like top couple hundred players is even capable of passing that map with a respectable score. It would make for a horrible test suite as such.
ZenithPhantasm
240 bpm gtfo
Yarissa
You guys do so many calculations over ar10 and different refresh rates and stuff, how about you don't worry about that and practice the AR more? If it's more difficult after changing playstyles the only real thing you can do is practice it until you can do it again. Posting about it on the forums usually won't help.

BTW, it's possible to play ar11 on 60hz.
Yuudachi-kun

Kaoru wrote:

BTW, it's possible to play ar11 on 60hz.
Define "possible to play" because I can stretch that to mean I could play Maffalda DTHRNF.
buny
except I doubt anybody could actually play maffalda dthr
Yarissa
Possible to play/ pass/ fc maps on a competitive level like EP83
ZenithPhantasm
Why hasn't anyone just suggest learning Hidden? It basically gets rid of the ripples.
Mahogany
Because hidden is bad and you should feel bad
Barusamikosu

Mahoganytooth wrote:

Because hidden is bad and you should feel bad
ZenithPhantasm
I dont play hidden tho ;_;
Mahogany
Recommending it is bad enough
chainpullz

Kheldragar wrote:

Kaoru wrote:

BTW, it's possible to play ar11 on 60hz.
Define "possible to play" because I can stretch that to mean I could play Maffalda DTHRNF.
Could stretch the statement to simply DTHR maffalda and wouldn't be able to disprove the statement.
-Makishima S-
Hidden is ok.
Hard rock is godlike, mod for true warriors and man with balls.
DT is bad 8-)

OD10 is brutal but why not to learn it with taste of CS5.2 / CS6.5 and AR10? Too hard?
E m i

[Taiga] wrote:

Hidden is ok.
Hard rock is godlike, mod for true warriors and man with balls.
DT is bad 8-)

OD10 is brutal but why not to learn it with taste of CS5.2 / CS6.5 and AR10? Too hard?
?y-youtoo?
ZenithPhantasm

[MY] yummy90 XP wrote:

As what Endaris have mentioned, according to this table

with a 60Hz you get an input delay of 0.01666666 seconds which is about 17 ms which is way below the requirement for ar10 (450)

Higher hz only helps with eyestrain and games with alot of motion which standard isnt. Suck less and play more
also I find this thread on steam quite informative

As for fps, most people would say that 240 fps is more than enough anything higher would be hardly noticeable but good to have
If you use raw input and a mouse with 1000hz you would need atleast 1000fps or else you will have inconsistent mouse tracking. Turning off raw input and applying mouse fixes seem to solve this issue.
bigfeh

ZenithPhantasm wrote:

If you use raw input and a mouse with 1000hz you would need atleast 1000fps or else you will have inconsistent mouse tracking. Turning off raw input and applying mouse fixes seem to solve this issue.
This is stupid and not true

jeez zenny I thought you knew what you were talking about
ZenithPhantasm
Its a known fact that game logic only runs at the same rate as fps.
bigfeh

ZenithPhantasm wrote:

Its a known fact that game logic only runs at the same rate as fps.
game logic != input interrupts
ZenithPhantasm

bigfeh wrote:

ZenithPhantasm wrote:

Its a known fact that game logic only runs at the same rate as fps.
game logic != input interrupts
Sure if it was over PS/2. But USB is polled and I doubt the vast majority of osu players use PS/2 mice and kb.
autoteleology
I don't see how 60 v. 120 frames per second makes any noticeable difference in specifically reading high AR rates. Most of its purpose is to reduce motion blur. Most of what I find 120fps to be good for revolves around being able to track my cursor.

It technically affects lag, but only in that it makes the output more granular (which reduces motion blur) - the real damaging part of lag is when it takes time for the monitor to show a frame that has already been sent out, due to monitor processing. Anyone who has tried to play an input-demanding video game on a shitty flatscreen TV (which can have artificial output lags as large as 100ms) knows what that's like. If you have a decent monitor to begin with, there really shouldn't be that much difference.
bigfeh

ZenithPhantasm wrote:

Sure if it was over PS/2. But USB is polled and I doubt the vast majority of osu players use PS/2 mice and kb.
Interrupts are still handled by a kernel-level driver, not the game. Raw input simply bypasses OS postprocessing, if there's any

Having a higher polling rate will never affect how precise or responsive the game is, no matter how retarded the code gets
autoteleology

bigfeh wrote:

Having a higher polling rate will never affect how precise or responsive the game is, no matter how retarded the code gets
You're underestimating the capacity of people to fuck things up, I'm sure there's a way
bigfeh

Philosofikal wrote:

bigfeh wrote:

Having a higher polling rate will never affect how precise or responsive the game is, no matter how retarded the code gets
You're underestimating the capacity of people to fuck things up, I'm sure there's a way
I might be, sure

but then again game logic isn't tied to (as in won't modify the) input, because input is handled on a lower level
chainpullz
Game logic and graphics are always run on different threads. What actually pops up on your screen is a snapshot not a live feed. Your fps only determines how frequently snapshots are taken. Taking a snapshot takes a negligible amount of resources in comparison to rendering. Input devices come in on an entirely separate thread as well which is devoted simply to listening for signals from the drivers. If you select raw input you can see what the polling rate is for this (it's pretty disgusting for tablet if you don't already know).
ZenithPhantasm
Someone should get Tom in here since he is the only one that actually knows how the game works.
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