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posted
Problem: Stutter issues.

PC SPECS: AMD FX 8350 8 core @ 4.01GHz
GPU: EVGA GTX 960 (4gb)
RAM: 8 GB
OS: Windows 10

- I get pretty random dropped frames that are consistent when in play mode, therefor disorienting me. I'd say it happens anywhere between 6-20 seconds.
- It isn't on. (I tried it in compatibility mode and it wasn't there but I had much higher input lag.
- GTX 960 (4gb) [The stutter never happened on my old GTX 630 but i'm obviously not reverting]
- Yes I am in fullscreen

Extra things you can do:
- Provide gl_info.txt http://puu.sh/kYClP/659973ad9b.txt
- Switch to cutting edge http://puu.sh/kYDHx/e160520ec9.log
- Video https://www.youtube.com/watch?v=Z2jK6GXF89E&feature=youtu.be (although i got pretty lucky and fc'd!) (bottom right for dropped frames)
posted
I state that i have a really bad and old pc and that english is not my main language.

-The main problem (and the only one deferred) is that the screen is flashing (really fast, like every 0.5 sec) the game in general.
In example: Main menu --> Black/Grey shadows of the menu --> Main menu
I didn't even try to play it would have been painful.
In the main menu i can notice not more than 20 fps, average 15 fps more or less

-Compatibility mode helps me but the game seems really laggy or more accurately the imputs are not so reactive as before.
Don't know how effects other osu modes but i think it's the same as mania, a note where i can easly do rainbow 300 i get 200 or even 100

-My pc's GPU is Mobility Radeon HD5470 512 Mb

-All resolution beside native in full screen with Compatibility mode are laggy (low fps)

-I've uploaded the gl_info.txt file on drop box https://www.dropbox.com/s/lhjxyb76fess8 ... o.txt?dl=0

-I think it's usless tryng cutting edges and i can't do a video, my pc would explode XD

Edit:Just some tests with a song under 2 minutes,i can give you just the replays to notice ho it get worse.
Another thing to say it's that with the new version i lose frame rate in some points of the song it gets to ~30/45 fps (for what i can visually see, don't really know the fps in that case), while there are many notes and even when there are long notes with some other notes.
In windowed the problem doesn't really change much regard the full screen.
I included the beatmap (https://osu.ppy.sh/b/710859) in the dl and in the replays i included a first attempt and a second attempt.I hope it helps and you can understand what i wrote in this
https://www.dropbox.com/sh/283h7obla3ps ... la8Fa?dl=0
posted
High input lag, low performance
300 fps and works well on Fallback
Compatibility mode doesn't affect anything

Problem: Fullscreen isn't actual fullscreen, when I alt tab the osu! window content is shown and not black, alt tabbing is instant, so the fullscreen on is actually still windowed.

Since having fullscreen on makes it borderless windowed, I actually get better performance just playing windowed, but still having high input lag

I have 2 GPUs, Intel integrated and an NVIDIA one, osu! is running on the NVIDA one, tested already


GL Version: 4.5.0 NVIDIA 355.82
GL Renderer: GeForce GTX 760M/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_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_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_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_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_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite 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_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_counters GL_ARB_shader_bit_encoding 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_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_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_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs 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 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float 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_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 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_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float 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_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_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: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
posted
Problem Details: (This is on the latest osu! version this doesn't happen on fallback) The cycle starts when I exit out of osu, what ever skin I am using when I exit the game doesn't get affected by what happens. In the video I started on Doomsday's 2.7 skin, the same one I used last time I played osu (which was on fallback) I play a map and exit the map and everything is fine. Then in the video I switch skins and play the same map again, I play up to nearly the same spot I did while on Doomsday's skin, then I exited the map and my osu! crashed (The same thing happens if I fail the map, and sometimes it just happens randomly). Then when I log back into osu it puts me back on Doomsday's skin again. (This part I didn't record)



Video or screenshot showing the problem: https://youtu.be/h8A-GfHutwE All is on this video.


osu! version: 20151026.3 (latest)
posted
Hi guys!

I have a couple problems:
-Stuttering of the game such that the outer circle increases in size like its going back in time. Generally happens quite often.
-Sometimes, mostly in multiplayer, the input of mouse buttons stop working including the keybinds z and x.
-When moving the cursor quickly, it sorta loses some pieces of itself? I think that's the best way to describe it

I'm not sure how to take a screenshot of stutters ^ ^''

So far I have tried reinstalling GPU drivers and Changing the setting on osu! to beta and cutting edge. Nothing changed.
Thanks for any help guys!

SilentMischief
Windows 10
GTX 970
AMD FX8350

osu! version: 20151023beta
posted
my tablet is lagging now and im getting random frame drops every couple of minutes
posted
I have already discussed this in the cutting-edge thread. This time I have more to show than just "it feels worse" though.

GPU: GTX 850M
IGP: Intel HD 4000

The cursor in stable40 lags behind the hardware cursor more than it does in fallback. Obviously it's not just the cursor but the entire graphic output. The best I managed to get was using IGP and fullscreen but then the lag is highly dependent on the framerate.

For the sake of providing some actual evidence I decided to take a video of the screen (not a screen capture, that causes massive performance drops on the IGP)
I enabled the hardware cursor in osu and replaced the usual pointer with a pink circle to make it more visible. The pointer is moved by a script in an elliptical path so it's always moving at the same speed.

So here's a still from the video right after starting a beatmap: http://i.imgur.com/4Drmbmg.jpg
The software drawn cursor seems to be about a single frame worth of movement behind the hardware one. So about 16ms for this monitor.

And another one with some storyboard sprites flying around: http://i.imgur.com/Tt6hFQ5.jpg
The camera didn't quite capture the storyboard because I had 90% dim on to make the cursor more visible. Long high-bpm streams cause a similar performance drop. In this case there's almost a 6 frame difference between the two cursors.

Same beatmap on fallback for comparison: http://i.imgur.com/hJ8o4gE.jpg

Note that this is a laptop IPS screen so there's a fair bit of ghosting going on. I can upload the actual video too if necessary.

Compatibility mode makes the performance and consequently the lag worse.
GL Version: 4.3.0 - Build 10.18.15.4256
GL Renderer: Intel(R) HD Graphics 4600
GL Shader Language version: 4.30 - Build 10.18.15.4256
GL Vendor: Intel
GL Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_ARB_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_EXT_shader_integer_mix GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_clear_texture GL_ARB_texture_mirror_clamp_to_edge GL_ARB_debug_output GL_ARB_enhanced_layouts GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location GL_ARB_multi_bind GL_ARB_indirect_parameters
GL Context: Index: 7, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
posted
My performance dropped and the gameplay feels unsmooth.
posted
I also have some terrible frame rate dips and stutters after the update.
pc specs: amd fx 6300, gtx 960, 8gb ram
yes, i am currently using the latest graphics card drivers available.

All areas where framerate/stuttering seems to be an issue:

When choosing a map frames dip to under 40fps
When playing a map random lag spikes occur and stuttering
when opening any of the menus such as options, gigantic lag spikes occur
posted
When i update my osu from Fallback to Stable version it updates fine but when i enter osu its still on fallbal everytime already updated like 5 times and when i select lastest version it just updates again ;_;
posted
So I've been trying out stable mode, minor of lag spikes and accidentally turned on "compatibility mode". It gives me a black screen, music and the system still ongoing. Should I uninstall and install back? (problematic is I had to copy paste all song files ._.)
posted

Wesley wrote:

I am using the latest Stable release with full screen, 1360*768 resolution.
Specs:
i7-2630QM CPU (2GHz)
Intel(R) HD Grahpics 3000, using this to run osu
NVIDIA GeForce GT 540M
Basically the issue I am having is mainly related to CTB, STD and Mania both seem to run fine.
When I play any map, doesn't matter what sorta map or difficulty, my frames seem to drop quite a lot (making the fruit stay on its place for maybe less than a second, and then continues to move again or the fruit moves back up a few pixels and then continues to play); it happens pretty much every 5 seconds or so, if not less.
I tried using the Compatibilty mode, this doesn't change anything to the frame drops. Although this makes the response time even worse.
On the Stable (fallback) release I have zero problems with the lagspikes or response time.
Screenshot of the FPS meter:

Usually the squares besides the 5.4ms is all the way filled with red squares, both in menu and while playing.
GL Version: 3.1.0 - Build 9.17.10.4229
GL Renderer: Intel(R) HD Graphics 3000
GL Shader Language version: 1.40 - Intel Build 9.17.10.4229
GL Vendor: Intel
GL Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex
GL Context: Index: 6, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False

Also I tried running osu on BOTH gpu's, both have the same effect.
Woah same graphics card!
And yeah I'm experiencing similar problems as well.

The game overall runs smooth enough, but huge framerate drops occur during song selection (both navigation and the transition from one song to another).
During gameplays in every modes, there are lag spikes every 3 seconds or so where the frame drops down below 100fps (I play on 240fps).
GL Version: 4.5.0 NVIDIA 358.50
GL Renderer: GeForce GT 540M/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance 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_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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding 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_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_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_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs 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 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float 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_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 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_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float 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_NVX_conditional_render GL_NVX_gpu_memory_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced 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: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False

Switched to cutting edge and got the performance.log.
27/10/2015 1:42:44 AM: Slow frame detected: BetweenFrames:7 Update:194 Scheduler:6 Draw:237 SwapBuffer:0 Sleep:0
27/10/2015 1:42:54 AM: Slow frame detected: BetweenFrames:0 Update:463 Scheduler:0 Draw:32 SwapBuffer:0 Sleep:0
27/10/2015 1:45:11 AM: Slow frame detected: BetweenFrames:0 Update:215 Scheduler:0 Draw:5 SwapBuffer:0 Sleep:0
27/10/2015 1:45:53 AM: Slow frame detected: BetweenFrames:0 Update:319 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0


Most of my symptoms are very similar to what Wesley's experiencing.
posted
Mini-freezes (0.25-0.5sec) while playing. Happens around every 20-30secs, as if the song is buffering. Song select menu is seriously slow, 20fps at max as many people stated before. I'm using 1360x768 fullscreen with 240fps cap, disabled video and storyboards. Any other fps option is unplayable. Tried windowed mode, still the same. The latency counter says 4ms, jumping to like 200ish when switching songs. I've always had problems with OpenGL.


CPU - AMD FX 4300 x4
GPU - GeForce GTX 780 Ti
RAM - 8GB DDR3
Sata3 HDD

Edit:
OK, so I opened my nvidia control panel and gave osu max performance settings, enabled compatibility mode in the game, and instead of a freeze I'm getting mild fps drop... which is slightly less annoying I guess. Song select works a bit faster too.
posted
Problem1:lag spikes
it happens every time that someone in MP surpasses my score (when the flash goes off) even if i hit TAB to hide it. (this happens quite often and 80% of the time it causes a combo break)
the spike typically last until the flash disappears

Problem2: the disconnect icon appears very often while the MP functions normally, this would also cause a lag spike
Happens quite often and only last a very short time period unlike what the "real" disconnection

Compatibility mode does not help, although i have a higher fps on compatibility mode, the input lag is higher for me, meaning that the movement feels rusty
I tried both GPUs, NVIDIA has lower fps but smaller input lag, Intel has higher fps, larger input lag, DOES NOT help with the lag spike
I've always used fullscreen 800*600, my native resolution is 1920*1080. does not help
the input lag feels like that when I used windowed mode, almost as if osu! is running in a 'fake' fullscreen

Please reconsider supporting fallback for tourneys before the elimination of fallback client
posted
-While playing, I feel the game is playing behind me constantly, although the frame time is reported at 1 millisecond consistently.
To elaborate, my hits are timed fine, it is my cursor that seems to drag behind during play. Also, while the game reports a frame rate of over 1000 fps I feel the frame rate is actually much lower (adding to the feeling of the game 'lagging' behind). I have tried various limiter settings to no avail.

-Compatibility mode is turned off, it seems to alleviate the problem slightly, this could just be my imagination.

-Nvidia GTX 760

-Fullscreen yes

GL Version: OpenGL ES 3.0 (ANGLE 2.1.0.8afe1e1b8397)
GL Renderer: ANGLE (NVIDIA GeForce GTX 760 Direct3D11 vs_5_0 ps_5_0)
GL Shader Language version: OpenGL ES GLSL ES 3.00 (ANGLE 2.1.0.8afe1e1b8397)
GL Vendor: Google Inc.
GL Extensions: GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker GL_EXT_color_buffer_float
GL Context: Index: 187739196, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False
10/27/2015 3:23:24 AM: Slow frame detected: BetweenFrames:52 Update:62 Scheduler:5 Draw:88 SwapBuffer:4 Sleep:0
10/27/2015 3:23:47 AM: Slow frame detected: BetweenFrames:0 Update:316 Scheduler:0 Draw:55 SwapBuffer:0 Sleep:0
10/27/2015 3:40:43 AM: Slow frame detected: BetweenFrames:69 Update:66 Scheduler:4 Draw:88 SwapBuffer:4 Sleep:0
10/27/2015 3:40:53 AM: Slow frame detected: BetweenFrames:0 Update:327 Scheduler:0 Draw:58 SwapBuffer:0 Sleep:0
10/27/2015 3:42:45 AM: Slow frame detected: BetweenFrames:65 Update:63 Scheduler:8 Draw:90 SwapBuffer:5 Sleep:0
10/27/2015 4:18:24 AM: Slow frame detected: BetweenFrames:0 Update:300 Scheduler:0 Draw:57 SwapBuffer:0 Sleep:0
10/27/2015 4:21:42 AM: Slow frame detected: BetweenFrames:67 Update:65 Scheduler:8 Draw:95 SwapBuffer:6 Sleep:0
10/27/2015 4:21:47 AM: Slow frame detected: BetweenFrames:0 Update:331 Scheduler:0 Draw:53 SwapBuffer:0 Sleep:0
posted
- Moving osu onto SSD drive didn't help at all so it's not read speed issue.
- The lag spikes often overlap with combo bursts (checked on auto mode).

I've been trying to make it work for a while now... here's the result:

I'm not sure if this will work for anyone else but it seems to be working pretty well for me.
Open notepad and type the following:

start "Osu!" /high /dx11 "YOUR OSU!.EXE LOCATION"
Now click File->Save as. At the bottom instead of .txt select All Files. Name it whatever you like and add .bat at the end of the name. Save and double click it. Hope it helps
posted
CPU - Intel i5 5gen
GPU - Nvidea Geforce 820M
8GB Ram


i have constant lag, my cursor feels sluggish. I also have constant 9ms, it lags me so bad i can't even play, no lag spykes though.
posted
Minimum you should post:
- What kind of performance problems are you seeing? Low framerate throughout the game? Lag spikes? How often? How long do the spikes last?
20-30 fps, its arises to 30 if i idle / don't do anything.. but it freezes around 2 second in song selection when i pick a different song..
in game? its runs 50 - 60 fps (until the fps disappear), also it has continuously random spikes after fps drop to 50, (in osu!mania)..
but overall it run better in-game than i thought (implying i open many tabs browser & other background app), maybe because it doesn't in full screen at all (read below)

- Is compatibility mode turned on in options? Can you turn it off?
its turned on, i can't turn it off, its likely that my intel atom pc doesn't support openGL

- What GPU are you running on? Do you have two GPUs in your PC? Have you tried both?
Intel GMA 3600, in low-end notebook

- Are you running fullscreen? If not, please try this before posting.
yes, but its unlikely fullscreen, its more like borderless window mode with native resolution... which it feels like it doesn't run in fullscreen...

would be great if i still able to do other stuff in editor & testplay some maps without lag for BN check, else.. i have no idea

my notebook spec :
brand : Acer D270
processor : Intel Atom N2600 1.6 ghz
graphic : Intel GMA 3600
ram 2GB

previously it runs smoothly in 50~200 fps.. and i remember i've posted gl_info.txt & other stuff in CE thread.. .-.

edit : it runs smoothly again after i update to fallback.. T__T
posted
brand : Toshiba QosimoX-70
processor : Intel Core i5-4200 2.5 ghz
graphic : NVIDIA GeForce GTX 770M
ram 8GB

I am experiencing constant stutter making the game unplayable still getting 150+fps but everything feels slugish. Works fine on fall back version.
Looks like its a problem with OpenGL.
posted
when i click on latest stable update, my game become glitchy as hell. half of my screen is white and the other is black, i don't know what to do, please help
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