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[result screen] Display average mistimed hits

posted
Total Posts
35
This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +198
Topic Starter
theowest

Which you can view in the editor
or something like this


This will make custom offsetting much easier.

here's a related feature request of mine, show how many slider breaks you've got: http://osu.ppy.sh/forum/t/99368
akrolsmir
YES PLEASE.

It's pretty helpful in osu! stream. This would also help us figure out which old maps suffered from incorrect offsets after a single playthrough. And help newbies figure out their preferred universal offset.
woc2006
Allowing toggle display between scores and hit error when you watching your replay may appear to be more helpful.
xsrsbsns
I'd actually like this to show during actual play too.
Miya
Yeah, agree with this. In osu! droid there is a feature like this, and it's very useful in customizing custom offset. :D
And like xsrsbsns said, show it during actual play too >.<
Topic Starter
theowest

woc2006 wrote:

Allowing toggle display between scores and hit error when you watching your replay may appear to be more helpful.
That'd be cool.
akrolsmir
Meh, that'd be better than nothing, but I'm not sure if I'd want to wait a whole 3 minutes or whatever just to see the final results... Watching replays always seemed like such a chore to me.
Kitsunemimi
Supporting this.

Any form of showing how off you are would be very useful, even though most times I can determine if a map is off by listening to the slider ends...
YodaSnipe
brilliant +1
Last Remnant_old
Definetely helpful, but if it can come with a toggle, it will be better (some players may not like bunch of infos and numbers while they play)
Topic Starter
theowest

Last Remnant wrote:

Definetely helpful, but if it can come with a toggle, it will be better (some players may not like bunch of infos and numbers while they play)
not while they play. after they played. >:
YodaSnipe
after they played.
those
after they've played.

Edit: Yeah, I saw that. I was correcting Yoda, so would love if I wasn't told to f-off.
Topic Starter
theowest
I'm going to bamp this.
Failed
ok support
Topic Starter
theowest
maybe I should just bump this. I would find this extremely useful.
karma_komodo
no, i dont want that. i just dont think its a good idea, probably it will just frustrate more than what it will be useful.
PROGUY
Yes, I would find it useful for changing offsets more accurately and efficiently.
jemhuntr
I guess this should just be added to the *advanced* result screen planned for the future. I'm sure I saw that somewhere in here, I'm just too lazy to search for it.
Topic Starter
theowest

ArmandoR wrote:

no, i dont want that. i just dont think its a good idea, probably it will just frustrate more than what it will be useful.
what
KaosFR
Supported
Topic Starter
theowest

KaosFR wrote:

Supported
thanks a lot!
Tshemmp
Is this kind of implemented now?
deadbeat
be nicer if it was easier to find. plus i can't see the average mistimed hit. only the hit range(if that makes sense)
Oinari-sama
What's "Unstable Rate?"
Topic Starter
theowest

Oinari-sama wrote:

What's "Unstable Rate?"
I never fully understood that either.
Aquamarine
While we're at it, having a percentage for hit accuracy, not score accuracy (100s, 50's, etc), would be nice.
For unstable rate, I heard from someone that it's your mistimed hits added together (so having a 0 would be perfect), however they were unsure themselves.
ztrot
Getting a bit osustream up in here aren't we :P
Oinari-sama
I'm beginning to suspect that the "Unstable Rate" is either:
  1. Sum of {Absolute Value of [Hit Error of each Beat]} in ms
  2. or something similar to the Standard Deviation in statistical term, maybe with a few simplifications...
Hanyuu
The lower the unstable rate the better the timing accuracy you played~
MillhioreF
The unstable rate is just that - how unstable you are. Hitting 10ms early and 10ms late alternatingly will make your unstable rate swell, while constantly clicking 20ms early and 15ms early will keep it low. That's basically how it works, but where the actual number comes from is a mystery.
Winshley

MillhioreF wrote:

The unstable rate is just that - how unstable you are. Hitting 10ms early and 10ms late alternatingly will make your unstable rate swell, while constantly clicking 20ms early and 15ms early will keep it low. That's basically how it works, but where the actual number comes from is a mystery.
Basically this. Which means if you hit 20ms early and 20ms early again will result in 0 Unstable Rate.

I actually don't like how current "Hit Error" works. There should be a "Peak Hit Error" or something.

L33T post count is L33T
Tear
I recently checked what a "mistimed hit" in the editor actually is. With the map set to OD9 you can get a 300 but still get a mistimed hit, and with OD10 you can get a 100 but a correct hit. Therefore, a mistimed hit is somewhere between OD9 and 10 accuracy (12-18ms).

So you want pretty much "what accuracy would I get if i had OD9.5".
Anzo
I like this one, so we can adjust offsets accurately...
And I also prefer if we could have a graph or something, aside from just values.
Luna
Yup, clicking on the accuracy could open a graph or something. Would be pretty handy.
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