Might be connected to hardware overheating / having a too high clock. Have you tried setting the framelimiter to something else than unlimited?
Same happens to me. I think it's confirmed.Smc wrote:
Small issue with toggleable DT in replays, if I toggle DT off and switch it to 0.5x playback and back to 1x, the replay is playing with DT but DT isn't toggled.
Same thing with HTSmc wrote:
Small issue with toggleable DT in replays, if I toggle DT off and switch it to 0.5x playback and back to 1x, the replay is playing with DT but DT isn't toggled.
Application: osu!.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0000005, exception address 62E5416C
Faulting application name: osu!.exe, version: 1.3.3.7, time stamp: 0x5589b04b
Faulting module name: OPENGL32.DLL, version: 6.1.7600.16385, time stamp: 0x4a5bdadb
Exception code: 0xc0000005
Fault offset: 0x0000416c
Faulting process id: 0x4ac
Faulting application start time: 0x01d0ae3f541d384d
Faulting application path: D:\Games\Osu!\osu!.exe
Faulting module path: C:\Windows\system32\OPENGL32.DLL
Report Id: b74daa59-1a62-11e5-96ba-6c626d45738a
Audio rate changing via number keys is still experimental. Don't expect it to work right.123MegaApple123 wrote:
:idea: ?
- watch a replay (or use auto)
- (at any moment) then press [5] (or [7] or [8] or [9] ([6] and [0] won't work because it plays at x1...)
- then quickly press [esc] (or some key to leave the replay)...
- voila, music playing at the speed of fastforward.
It could be stuck in this state even upon changing beatmaps, if your quick enough to press [left] or [right]
After a second or two... it fixes itself upon changing beatmaps. NOT leaving to menu.
What resolution are you using? Doesn't happen for me on 1440x900 (Maybe it has been fixed already)VeilStar wrote:
More of a very minor imperfection but the default 'back' button aswell as the 'yellow warning bar' go 1 pixel too far out of the screen area.
Only visible when using letterboxing.
VeilStar wrote:
Trosk- wrote:
What resolution are you using?
When you open the user list, the skin cursor is replaced by the Windows Cursor. It should show up.321jurgen wrote:
Problem Details:
If I'm in fullscreen and I open up my friends with f9 my cursor dissapears.
osu! version: b20150627.3cuttingedge
Do you happen to have set the Windows cursor trail to -1? That's what caused it when the same happened to me some months ago.321jurgen wrote:
Problem Details:
If I'm in fullscreen and I open up my friends with f9 my cursor dissapears.
Yes I do. That's probably the problem. I guess I'll just have to get used to not having a cursor than xDPampel wrote:
Do you happen to have set the Windows cursor trail to -1? That's what caused it when the same happened to some months ago.321jurgen wrote:
Problem Details:
If I'm in fullscreen and I open up my friends with f9 my cursor dissapears.
(Setting your cursor trail to to -1 prevents f.lux from making your cursor blue, in case anyone is wondering.)
Well yeah. It's listed in the OP for a reason.Shizuyi wrote:
I still have this issue.
I can't... I don't know if I'm doing something wrong, but I followed your steps and I didn't get it.hadis1000 wrote:
Can someone of you guys reproduce it?
Edit: I reproduced it again but this time I didn't have to use "Hide Chat".
Not that one, it was all bold and the text was bigger than the change log screen, so it went out of the box D:VeilStar wrote:
Do you mean this? p/4121624
I believe that this has been reported before.Sulker wrote:
Seems like the CE Build's Recent Changes log is broken.
Quiesce wrote:
wrong forum... man. could a mod move?
Merged to the Cutting-edge thread. Anyhow, I can replicate this. And happened to break shit while doing so.abraker wrote:
This actually belongs in the cutting-edge thread. While we are waiting for a mod...
It's a known issue. Though I couldn't find the thread (queue the thread hunt), I did find a reference to the bug in this post: p/4154055
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qLFuGputbYSQmwedYaJJnalJm9HfsdbNgjxXT6kIn7IQ=.#=qfl5RmK3A6Wk6zO6hbz11Sw==(Mods #=qzQ9j9fl9Sc8R4I164TJ4NQ==, Boolean #=qK6wjgo_9TwM7yRn8h0EJ$A==)
at #=qLFuGputbYSQmwedYaJJnalJm9HfsdbNgjxXT6kIn7IQ=.#=qBmsnlBI32HJdIV$QFLlDqTT1yhLW_xZs9VnPU66iOe0=(Object #=q2Ow7utZIrbWEryWWIoH94w==, EventArgs #=qOPThJU0JyoMa0ImdyQjt0g==)
at #=qr781z3M3XbyAlCgMRh43TDow8rmt6HioC$_Y9dq904Y=.#=qH82$iT_Xlsw7nbg2Vum7_Q==(Boolean #=qgkrbx$UlOEnU3dLPaYNQUw==)
at #=qRhWXkoaAa6UaK1U77ADPk5eOggukLrMtrDt437BLqqR1lm8N84v99MgmWV4VFnev.#=qrmLHD5vu96uKd$cFqirCRw==(Boolean #=q1cLxfDLzcEyQvVCvQ3Dd3A==)
at #=qRhWXkoaAa6UaK1U77ADPk5eOggukLrMtrDt437BLqqR1lm8N84v99MgmWV4VFnev.#=qtjx4wYM8vNcSnysK5StwAg==(Boolean #=q1cLxfDLzcEyQvVCvQ3Dd3A==)
at #=qjhZLct62Uj_NbuVGi3Bhmljwv5V9J0VFpkWYe3oew27zUtwJn6tLel
I can confirm. Merging this to the cuttingedge thread.Nakuyoko wrote:
Problem Details:
When spectating someone or watching a replay.
If you try to disable flashlight it gives an error and sometimes crashes.
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qLFuGputbYSQmwedYaJJnalJm9HfsdbNgjxXT6kIn7IQ=.#=qfl5RmK3A6Wk6zO6hbz11Sw==(Mods #=qzQ9j9fl9Sc8R4I164TJ4NQ==, Boolean #=qK6wjgo_9TwM7yRn8h0EJ$A==)
at #=qLFuGputbYSQmwedYaJJnalJm9HfsdbNgjxXT6kIn7IQ=.#=qBmsnlBI32HJdIV$QFLlDqTT1yhLW_xZs9VnPU66iOe0=(Object #=q2Ow7utZIrbWEryWWIoH94w==, EventArgs #=qOPThJU0JyoMa0ImdyQjt0g==)
at #=qr781z3M3XbyAlCgMRh43TDow8rmt6HioC$_Y9dq904Y=.#=qH82$iT_Xlsw7nbg2Vum7_Q==(Boolean #=qgkrbx$UlOEnU3dLPaYNQUw==)
at #=qRhWXkoaAa6UaK1U77ADPk5eOggukLrMtrDt437BLqqR1lm8N84v99MgmWV4VFnev.#=qrmLHD5vu96uKd$cFqirCRw==(Boolean #=q1cLxfDLzcEyQvVCvQ3Dd3A==)
at #=qRhWXkoaAa6UaK1U77ADPk5eOggukLrMtrDt437BLqqR1lm8N84v99MgmWV4VFnev.#=qtjx4wYM8vNcSnysK5StwAg==(Boolean #=q1cLxfDLzcEyQvVCvQ3Dd3A==)
at #=qjhZLct62Uj_NbuVGi3Bhmljwv5V9J0VFpkWYe3oew27zUtwJn6tLel9dOpV4809t.#=q5KW2roBYFpDnDeU8QThHIA==()
at #=qFjMzMyi1I6cfwlne_vL1Nemv5VhDutDCSPLfvQrPWJ0=.#=qwIGAIxoeGPza9K0LnzTtbg==()
at #=qnHMLssbxnNT8sO1i8w3fyQ==.#=qDLVzK5WgwVLVkLZmsZTU9Q==()
at #=qQGSxkm0tmtudPZtHfo9TRV7T2wr0l3p4zbg5da7g8Jk=.#=qu_EDTrq$a_y3Bh5WmnT4Eg==()
at #=qQGSxkm0tmtudPZtHfo9TRV7T2wr0l3p4zbg5da7g8Jk=.#=qDP7Wx6xBRC6wHQmJMVuDLw==(Object #=q2Ow7utZIrbWEryWWIoH94w==, EventArgs #=qOPThJU0JyoMa0ImdyQjt0g==)
at #=qiyZwM8I7_od8KWN5Zf3Ll1ajQ8QGobLRUDWdX_Pp_6ZdfhPH4OKTubtBC$nuf23O.#=qSNilTujZCINytPupT$dAVQ==()
at #=qJnV_tesk6Iql0m1jAPgNz0mvFL4gMzu3T8awB0qWsyJsQTSY3AbcZ1Kmur86ujXe.#=qJCtg8qhsRU3CYTFlNYSFbERBGQMRcksjKAPGUlzFZME=(Object #=q2Ow7utZIrbWEryWWIoH94w==, EventArgs #=qOPThJU0JyoMa0ImdyQjt0g==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qJnV_tesk6Iql0m1jAPgNz0mvFL4gMzu3T8awB0qWsyJsQTSY3AbcZ1Kmur86ujXe.#=qBY9CKqUKssueoUv_EtvQtA==()
at #=qQGSxkm0tmtudPZtHfo9TRV7T2wr0l3p4zbg5da7g8Jk=.#=qBY9CKqUKssueoUv_EtvQtA==()
at #=qNMwT6UVNL4T_ENPh4ns1dw==.#=qGewpYOgH9uxfvkvP4bz0Fg==(String #=qENUoYZvnNeOEbTtC_URf7A==, Boolean #=qmL4HFGf9l1uChEJl_hN6bDqoUEvMgGBtrkcnFEyoJ3g=, Boolean #=qnR$EZ2JtToNpSzzpoxVErhPEOaHzveTpk5wBmq$36NA=, Boolean #=qZjiItrxz$3PEmJ8lpniybA==)
That's intended.Trosk- wrote:
Well, when I was trying to replicate the Mania Flashlight crash in another game modes I noticed of this:
<wall of screenshots & text>
I don't know if this is intended behaviour or not, if it is, I'm sorry for this post..
Well, does it happen only in Cutting Edge? Make sure that you are not pressing your Ctrl key when you start a map.boysonicrevived wrote:
Not sure if anyone else is having the issue, but in cutting edge sometimes the "Auto" mod will automatically be selected as I find myself starting maps without mods but suddenly it's playing on "Auto".
Thanks for reporting but you posted it in the wrong thread, so I merged your post to the appropriate thread.Sensou Shin wrote:
Cutting edge b20150702
i found two bug:
1. https://osu.ppy.sh/ss/3334457
2.If osu selecting a song what is outside range of star filter then i click to osu! button it's disappear.
Sorry but i can't. It was a suprise to me :SVeilStar wrote:
Thanks for reporting but you posted it in the wrong thread, so I merged your post to the appropriate thread.Sensou Shin wrote:
Cutting edge b20150702
i found two bug:
1. https://osu.ppy.sh/ss/3334457
2.If osu selecting a song what is outside range of star filter then i click to osu! button it's disappear.
I can replicate 2. - To elaborate a bit: the "range of star filter" is the one in the options menu. If you select say a 5 star map, then go to the options menu and set it to display beatmaps upto 3 stars and click the osu! button in the corner it will expand and dissapear.
Could you tell us how to replicate the first one though?
Just linking a post since it has been almost a month. Seriously, I have to default to stable because if this. Any map greater than around 4 stars ischong601 wrote:
Still kinda experiencing lower-than-usual FPS on osu!cuttingedge compared to osu!stable.
Worst affected on maps with heavy SB, song select and maps with videos
I am using i3-3110M and Intel HD 4000.
EDIT: I do use a slightly older Intel GPU driver because of issues with the GPU driver keeps disabling the laptop onboard sound
It's basicaly because of this (Auto is counted as a replay):OsuMe65 wrote:
Alignments of mod icons are different when Auto is enabled
<images>
Seems like the cursor problem when changing backgrounds is fixed. (Fun fact: First try I was a bit scared because it happened again but I was on Beta, I'm dumb)Tom94 wrote:
Please check whether you can still get your cursor to corrupt when changing the background in the main menu. Also please check for other visual bugs and performance during gameplay. Could have dramatically improved.
Forgot to read the logs. At least that one solved my own problem.Trosk- wrote:
The 1920x1080 one.Tom94 wrote:
Which of the 2 monitors is set as your primary monitor?
Well.. What resolution are you using? I can't replicate any of these this you say. Tried on various resolutions and enabling/disabling FullScreen. (with FullScreen disabled, it is normal to see the cursor, just in case.)Default wrote:
With letterboxing enabled, the cursor will split from its trail iof you move it to the top of the screen.
If you move it to the bottom, you can see the desktop's cursor.
Fullscreen is enabled, 1180x617. I can upload a video if necessary.Trosk- wrote:
Well.. What resolution are you using? I can't replicate any of these this you say. Tried on various resolutions and enabling/disabling FullScreen. (with FullScreen disabled, it is normal to see the cursor, just in case.)Default wrote:
With letterboxing enabled, the cursor will split from its trail iof you move it to the top of the screen.
If you move it to the bottom, you can see the desktop's cursor.
You could have said before you are using a custo resolution ;_;Default wrote:
Fullscreen is enabled, 1180x617. I can upload a video if necessary.
Windows task manager counts soft ones too. Yes they are orders of magnitude faster than hard ones but they affect or are symptoms of cpu performance problems. I went to my barebones windows profile to test it with the lowest ram utilization (no shitty windows services or background tasks), didn't get any hard fault ingame. Normally with nothing on the background windows copies everything that is needed to the RAM.Tom94 wrote:
Page faults don't have anything to do with CPU cache but with your RAM. https://en.wikipedia.org/wiki/Page_fault I'd be curious what kind of results you'd get if you'd set your virtual memory's size to 0 (assuming you can close enough background applications for RAM size not to become an issue).
Same deal. Just more usage of both GPU's. Also this problem is not related to the OpenGL or DirectX and has existed since the beginning of time ... Osu! can not decide which GPU to use. On the GPU, which is weaker than 740m - 1000 fps, and 740m - 500 fps. I think just because of that. Btw, if you're using integrated video, usage of discrete video obvious is - 0, and with intergrated video I got 500-900 fps, while with 740m only 500 max.peppy wrote:
What happens if you switch to full-screen? Looks like one of your cards is being used for windows-level rendering, while the other is being used by the game?
Yes. I'm 100% sure that full screen mode changes nothing in terms of using both GPUs. Only fps drops from 500+ to 300+Tom94 wrote:
Does your screen flicker black when enabling and disabling fullscreen?
It's true, what was the chance of me using just that resolution thoTrosk- wrote:
Edit 2: Well, I have been trying some resolutions for a long time, and I only got this result or issue with "HeightFullscreen = 617" (tried with so many different heights, and I only got this with 617, not even with 616 or 618), so, I don't know if it's because of that number in particular, but seems like it...
Did you already try enforcing your dedicated GPU in the nvidia control panel? Here is a video explaining exactly how to do it:power007 wrote:
Yes. I'm 100% sure that full screen mode changes nothing in terms of using both GPUs. Only fps drops from 500+ to 300+Tom94 wrote:
Does your screen flicker black when enabling and disabling fullscreen?
Yes I've tried. Identical behavior of osu!. For example Borderland 2 using 7-10% of Intel GPU and 99% of NVidia GPU.Tom94 wrote:
Did you already try enforcing your dedicated GPU in the nvidia control panel?
Just found out that the framedrops are gone if I restart osu!. But they are cooming back after 10-20 minutes playtimeDrayyne wrote:
I realized, if I play on cutting edge I get frame drops over and over again. I play, framerate is fine at 800 or something and then suddenly it drops really low for just one second, then it's normal again, then it drops again... It seems like it's happening especially if I play doubletime. My computer is old, but i never had this on stable version.
I don't play on a laptop and my system is not overheating. I tried to cap fps, but it didn't help. Also closed all background applications, still didn't help. But as I said i a previous post, osu! ran perfectly fine on stable version.Tom94 wrote:
Can you make sure your system is not overheating and throttling down as a consequence? This is likely in case you are running on a laptop. Try using a frame limiter to reduce your framerate and see if the drops are still as severe.
If this doesn't help, please try closing all background applications while playing osu!.
Ok, osu! is running good again, the problem was that my computer couldnt handle some storyboard stuff (the framedrops I mentioned just happened again, disabled storyboard and it worked). But I noticed, that if I move my cursor fast the cursor is flickering. Not really a big problem, just wanted to say it.Tom94 wrote:
Comparing it with stable is not valid in the case of throttling. CE makes more use of the GPU, usually resulting in higher temperatures, but also higher frame rates.
Either way, if you can rule out heat and throttling (this can also happen on desktops), then could you make a screenshot of how the frame time display looks like during the stutters and without stutters for you? You can toggle the display using Ctrl+F11.