Instead of just showing the minus to positive average hit error, what about showing the hit error histogram?

Joined **June 2013**

Joined **July 2014**

Why stop there? A histogram is not as cool as what stepmania has:

Joined **June 2013**

Why stop there? A histogram is not as cool as what stepmania has:A histogram would look neater though.

Joined **June 2013**

Why stop there? A histogram is not as cool as what stepmania has:I mean this could be implemented in map editor for better timing, but for rank score information, histogram would be sufficient enough.

Joined **July 2014**

Joined **June 2013**

Joined **September 2011**

The hit error v/s time graph gives more information. But, the linear scale used makes it hard to discern errors near 0ms (too many points clustered there); what about using a scale like Ln(1+Abs(x))*(x/Abs(x))?

Linear Scale

Ln(1+Abs(x))*(x/Abs(x)) Scale

Joined **June 2013**

The hit error v/s time graph gives more information. But, the linear scale used makes it hard to discern errors near 0ms (too many points clustered there); what about using a scale like Ln(1+Abs(x))*(x/Abs(x))?Linear Scale

Ln(1+Abs(x))*(x/Abs(x)) Scale

And as I've said, hit error v/s time graph is useful, but is a little bit too much for a score page. It is suitable for map editor to test timing.

Joined **July 2014**

I think histogram gives enough information about average hit error and standard deviation, and is much more compact.Hit error and std dev is already displayed in results screen.

- hit error is the +/- values you see when you hover over the HP graph. Those are actually useful for determining the offset you need.

Std dev is hidden behind unstable rate and is also visible when you hover over the HP graph. At least in taiko and mania, those are useful for determining accuracy to a more precise degree than the max 100% a player can get due the discrete hit ranges

The histogram offers no additional meaningful info to those two values but the nice pretty visualization of a distribution. We know it will have the following properties:

- The histogram's width can be determined using the std dev, which is a value we already get to see

The highest point of the histogram should be around the midpoint of the hit error range if it is a normal distribution, and hit error range are values we already get to see

The histogram itself will never have values more or less than the boundary at which the hit error counts as a miss. The domain for the histogram is confined within known values

The histogram will likely have a shape of a normal distribution if the play was done by a human player

As you can see the only addition info the histogram offers unneeded visualization and whether the distribution is normal