technical difficulties
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idk honestly with clearer hitsounds it was extremely easy to hear when watching the map tbhNaotoshi wrote:
it was hard to detect cuz when u MA it u have to set it to 1/16th cuz theres a ton of 1/16th intended snaps lol
Theaceae wrote:
Actually wait 03:16:131 (1) is snapped to 1/16 in EX EX fucj sorry for this stupid mistake, fixed.
EDIT: I feel like this issue was hard to detect mainly because of the hitsound volume. I understand that you probably did quieter hitsounds because of the buzz sliders, so maybe have 2 samples or something? I only realized the slider i linked after watching it in ctb with different hitsounds and hearing a delay
Naotoshi wrote:
change kawa's diff to Kawa's EX ..
fieryrage wrote:
03:27:487 (1) - why is this like 0% volume on moechos xd check 00:12:233 (1) - in case of you missed it and come up with that in a sudden at later part. and that's because she do not want to emphasis those addtional taiko beats stronger than common drum track, so that volume setting shall be in that low level.
2zz wrote:
kyk ex
02:28:504 (3,4,1) - and 03:15:453 (2,3,4) - broken stacks this is an editor bug which happened when you save the progress of your map and then some objects will be moved a bit. that will countinue happening however you fix things like this, so just ignore those nazi issues, it won't effect the map itself really much.
nokd
UndeadCapulet wrote:
this time i looked at the map!
UndeadCapulet wrote:
buffering literally goes against the song in every conceivable way, please stop telling people to do it
Sent from my iPhoneUndeadCapulet wrote:
what
it doesnt matter if a buzz is buffered or not, the chance of getting a sliderbreak from a reverse arrow cutting out the hitwindow is the same
buffering only affects when you can leave a buzzslider, if anything it makes it harder for people to click early. the only way to keep that hitwindow-clipping from happening is by not using buzzsliders at all
people dont buffer buzzsliders to make clicking the next object easier, they buffer them so they dont have to hold their key down the entire time until the next object
Any evidence to back this up?Mishima Yurara wrote:
its not a matter of human skill its a matter of hardware being shite
forgot to say but nathan's problem is completely different from buffered sliders, but the main reason such a thing is a problem is the same reason as unbuffered sliders are a problem, and they are closely related
hardware input, output, and transfer has LATENCY, buffering sliders and not using sliders with 0.000000000000000000000000000000000000000000000000000001 ms repeats is supposed to combat this latency error
the problem isnt that humans are not good enough to play them
the problem is that hardware is not good enough to handle it
and BECAUSE the hardware is not good enough to handle such technicalities, the game ends up not becoming a rhythm game because u arent even playing to the rhythm at that point anymore
theres a reaason UR sub 50 is inhuman/luck and its mostly because of hardware
in this regard, the chance of sdliderbreak due to a reverse arrow is NOT the same because hardware issues cause players to stay on the note longer than intended and hit the next note late, OR hit the 1/16 not early BECAUSE the latency between hardware does not allow players to hit notes timely
i mean we cOULD just disregard all bugs and just start mapping auto-fail maps while we'r at it Tho,m or maybe ur from Wakanda and got that usb 6.3 0 ms LATENCY
Yes, but can you point to specifics in the map and stuff? And can you say that whatever latenc etc.... the map demands is too hard / unreasonable for people to hit? I'm not saying ur stuff is wrong at all, but ur just listing a bunch of resources for why latency exist but not for why it negatively affects this map in particular.Mishima Yurara wrote:
common sense suggests that hardware has latency, combine the latencies with your mouse/tablet with ur keyboard, audio driver, audio peripheral, video driver, and monitor, and u got a pretty significant size
idr most of the threads since they were since like 2014 and osu!'s search is acutally garboo, but here are specifics
t/208094
https://www.reddit.com/r/osugame/commen ... d_and_how/
t/153515
https://superuser.com/questions/317217/ ... b2-0-drive
https://superuser.com/questions/16893/d ... ond-faster
https://docs.microsoft.com/en-us/window ... ency-audio
https://www.rtings.com/monitor/tests/in ... rison_1436
how would 0 latency hardware even work,,,,, what the hell bros?
??? Universal offset exists. If you're consistently getting 15ms delay due to latency you account for that through adjusting offset. So I guess what you really mean is that 21ms is somehow unfair as a timing window? But at OD 10 you only have 1 +/- 19.5ms hitwindow anyways?Mishima Yurara wrote:
oh in the map lol i thought u meant proof that latency exists in hardware and i was bewildered
all the unbuffered 1/8 sliders
all the 1/16 sliders
1/16 hitwindow is 21 ms
1/8 hitwindow is 42 ms
the 2nd question makes it sound like u dont know what latency Actually is tho; Latency is not a skill,, it doesnt make sense to say that a map demands hard latency, latency is a time interval of delay that is prevalent in all hardware
the latency required for these sliders is very minimal and for most players it will quite literally be RNG because of such hardware limits, tho there are some players who use high quality graphics cards, keyboards, video cards, e.t.c but Yall ForReal? Spending 2k CAD on osu btw
also i think it speaks for itself why latency would negatively affect a rhythm game............... delayed responses due to hardware in a game that requires timing is Lol, this negatively affects all maps due to timing window constraints it causes
i dont acutally care about the map btw i just wanted to make sure that people realize that this is an actual thing and this is the original/main reason mappers buffered sliders my first post before this was even ranked wasnt Srs Lol but uc never responded to my How Tho so gl osu dead game anyway peaked in 2001
sent from my telegram