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[Archived] Issues with Latest Cutting-edge Build (Post Here)

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BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix local user panel not handling hover events. (TheVileOne)
The changes will be applied to builds newer than b20150719.3cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
DeletedUser_4329079

VeilStar wrote:

I'm not entirely sure what the hell was going on here...
I messed around with the slidervelocity causing my sliderends to be unsapped, and this happened...

I'm not entirely sure if this is cuttingedge-specific or not.
When I saved the map and re-opened it in the editor didn't say my sliders were unsapped anymore.

https://www.youtube.com/watch?v=kRZNV6scCl0
This is still happening, I had the exact same issue yesterday on cutting edge while trying to fix unsnapped slider ends. Copy-pasting them on the same place solved it.
LiquidPL
Hi,

I guess I have some problem with game performance on cuttingedge. Quite some time ago (when the ce45 branch merged with cuttingedge IIRC) i was able to get like 600-800 FPS on the new OpenGL renderer. However now, I get only like 150-350.

I noticed that it happens only on maps with videos, and after disabling videos in settings altogether, I noticed that the FPS increased (but not to what it was previously)
Tom94
Can you post the contents of gl_info.txt in your osu! folder? It should exist on cutting edge.
LiquidPL

Tom94 wrote:

Can you post the contents of gl_info.txt in your osu! folder? It should exist on cutting edge.
Here goes: http://pastebin.com/wVi8ET0b

//EDIT: I'm on latest Windows 10 Insider Preview if that's important.
Tom94
The gl info looks normal. Video playback does incur a performance penalty, that's for sure, so do storyboard. But other than that you should be good to go. Please make sure osu! is using your discrete graphics card and not your integrated graphics in case you have one.
DeletedUser_4329079
In the editor, some sliders appear with no numbers after using symetry shortcuts. If you save the map and load it again, it stops happening.

LiquidPL

Tom94 wrote:

The gl info looks normal. Video playback does incur a performance penalty, that's for sure, so do storyboard. But other than that you should be good to go. Please make sure osu! is using your discrete graphics card and not your integrated graphics in case you have one.
But should the performance drop happen if the video/storyboard is 100% dimmed? Because I'm pretty sure that I had a constant 600FPS until recently, even with videos enabled (but with 100% background dim). Also, my FPS on stable is higher all the time with videos on.
azer467
when you're playing and you press F9 2 times bancho appears in front of the game but you can still play and key entered are working in both chat and game

EDIT: I also have the "hide chat" option enabled
Kon

Trosk- wrote:

Kon wrote:

I found a bug when playing with multiple monitors. When you launch the game in windowed mode it will launch osu! on whichever screen your mouse is on. However, when you launch osu! in fullscreen or letterboxing it launches on your main monitor. I like the way it works in windowed mode, because I personally play on my middle monitor but I use my left one as my main one, so I think that should stay but be compatible with letterboxing and even fullscreen.
Well... That's not a bug at all. p/4264899
I understand that, and as I said I like the feature, but it only works with windowed mode and not with letterboxing/fullscreen. The osu! circle shows up on the correct monitor pre-launch, but when the game actually launches it does so on the main monitor.

DeletedUser_4329079
When spectating auto with vsync on, the game stutters everytime it hits a circle.

BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix health graph rendering on results screen. (peppy)
The changes will be applied to builds newer than b20150720beta.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix threading issue when hitting enter after entering login credentials. (peppy)
The changes will be applied to builds newer than b20150720.3cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
NeVMiku
Problem Details: As the title said. Played the map on the 18th July 2015 (multiplayer). Played it again on the 19th and today (20th) just noticed it has the replay from the 18th in the Local Ranking board.

Played the multiplayer game on the 18th with osu!Beta version and not stable.



Video or screenshot showing the problem:

Replay: http://puu.sh/j61jH/b132a699a3.osr (Failed around 75% percent through the map adjusting my grip.)
Map: https://osu.ppy.sh/b/178966&m=0 (Talent Shredder) [0108 style]



osu! version: 20150720beta

PS. Will brb in a bit, fixing my graphics drivers real quick.
VeilStar
The Flashlight overlay in during map loading in multiplayer is screwed.

The center point of the overlay is the top left of the screen instead of the center of the screen.
(Or is the actual issue not incorrect positioning?)

Happens only in cutting edge & beta.

VeilStar

NeVe12p4wNeD wrote:

<stuff about multiplayer replays>
Merged your post to this thread as that's not a feature on Stable. I can confirm that this happens.
It ONLY happens if you died somewhere on the map but revived and were alive when the map finished.
VeilStar
3 posts in a row due to different subjects. Excuse the spam.

Ever since this change/fix the starting point of replays has been inconsistent.
I'll let the video speak for itself. It basically just skips too far often times, and the point to which it skips to varies drastically.
I've once had it skip to past the first note, so it hit the first 2 notes at the same time.

https://www.youtube.com/watch?v=LlATp8eKESg


Edit: Here's a better example. Look what happens at the 7 second mark.
https://www.youtube.com/watch?v=dInaHfieS3s
Netherax
Both local offset and online offset are sticking when they shouldn't be in the beatmap selection menu.
Doesn't affect gameplay at all.
Test case starting on a map with no offset, changing to one with offset and then back again:
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix offset text never clearing. (TheVileOne)
The changes will be applied to builds newer than b20150720.4cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Carrox
After latest Windows update I cant run osu! on Cutting edge or Beta, it just get stuck looping osu! update and splash screen, works with Stable thou
Trosk-
Problem Details: Cursor trail expands if osu! has been minimized for a while. The longer you had osu! minimized, the longer this effect will last.

It doesn't happen always, I'm trying to figure out when it happens.

Posting this on CE thread because I couldn't replicate it on Stable.

Sorry if this is a duplicate, I didn't find anything about this. I don't think that anyone didn't noticed of this before tho, so, maybe it's a duplicate.

DeletedUser_4329079

Trosk- wrote:

Problem Details: Cursor trail expands if osu! has been minimized for a while. The longer you had osu! minimized, the longer this effect will last.

It also happens to me
DeletedUser_4329079
:cry: Sorry for the double post, but I've noticed that sometimes star rating is not affected by hardrock at all



Edit: I've also discovered that ctrl+g is what triggers the slider number bug -it appears too early and fades out, dissapearing when you reach the slider's timing point.-


Edit 2: I have beatmap skins enabled yet I can't see the new combo colours on the editor, they were visible yesterday :(
Edit 3: Re-dl fixed it

Trosk-

Default wrote:

:cry: Sorry for the double post, but I've noticed that sometimes star rating is not affected by hardrock at all
Pretty sure this is a duplicate,though I can't find the thread t/338439. If I'm not wrong this will happen only for some of your maps.
azer467

Default wrote:

In the editor, some sliders appear with no numbers after using symetry shortcuts. If you save the map and load it again, it stops happening.

Can confirm it
Score_Under
The lack of scoreboard while playing is really bothering me.

I understand that it caused performance issues*, but when you break combo it's essential for comparing your max combo with your previous max combo on that map, especially on marathon maps.

*not sure if that's why it got removed though

If nothing else I'd like to be able to see it when paused.
DeletedUser_4329079
I prefer not to see it, it could maybe be a toggleable setting


Edit: sometimes the hit0 sprite doesn't appear when missing a hitcircle, even though I still hear the combobreak sound. This has happened to me several times.
Tom94

Trosk- wrote:

Problem Details: Cursor trail expands if osu! has been minimized for a while. The longer you had osu! minimized, the longer this effect will last.

It doesn't happen always, I'm trying to figure out when it happens.

Posting this on CE thread because I couldn't replicate it on Stable.

Sorry if this is a duplicate, I didn't find anything about this. I don't think that anyone didn't noticed of this before tho, so, maybe it's a duplicate.

This one has been happening rarely and randomly since years ago, including stable. Would be awesome if you'd find a semi-reliable way of triggering it.
Trosk-

Tom94 wrote:

This one has been happening rarely and randomly since years ago, including stable. Would be awesome if you'd find a semi-reliable way of triggering it.
Didn't notice that this happens on Stable too, I think it didn't happen to me on it (or, at least, I didn't notice of it). Next time I get this effect I will try to think about what I did on that session to try to figure out what could trigger this problem...
DeletedUser_4329079
It happens to me literally always I open the game when it was minimized.
Shizuyi
It never happend to me even though i have my game minimized really often.
Trosk-

Default wrote:

It happens to me literally always I open the game when it was minimized.
I don't know... I didn't get it since the moment I posted it.
abrian
fps dropping too low during gameplay (around 200-400)
For taiko mode this is a huge issue, not sure about other modes.
On stable I usually get ~900fps on average (direct X)
I'm not sure if this issue has been addressed already but I will post here anyway.
Tom94

abrian159 wrote:

fps dropping too low during gameplay (around 200-400)
For taiko mode this is a huge issue, not sure about other modes.
On stable I usually get ~900fps on average (direct X)
I'm not sure if this issue has been addressed already but I will post here anyway.
How can you be not sure if this issue has been addressed? Did you not test? If so, please do so as soon as possible. If right now on cutting edge you get way lower FPS than stable with the same settings (this is important), then please post more information about your machine, such as which CPU, graphics chip and operating system you are using. Please also post the contents of gl_info.txt which should be in your osu! folder after running cutting edge once.
abrian

Tom94 wrote:

How can you be not sure if this issue has been addressed? Did you not test? If so, please do so as soon as possible. If right now on cutting edge you get way lower FPS than stable with the same settings (this is important), then please post more information about your machine, such as which CPU, graphics chip and operating system you are using. Please also post the contents of gl_info.txt which should be in your osu! folder after running cutting edge once.
I have reported the problem before directly in twitter. Anyway I will test again now to check.

The issue is much improved,
Tested on the same map:
Stable - 500-700 fps, rarely dropping to 400
Cutting edge - Average 400 fps with occasionally dropping to low 300 region.
gl_info

-Windows 8.1
-Intel core i7 4700HQ
-GTX 850M

Trosk- wrote:

Twitter? Twitter is not the correct place to report this... Just post it here.
That I was replying to Tom as I was not sure if the problem is known.
Trosk-

abrian159 wrote:

I have reported the problem before directly in twitter. Anyway I will test again now to check.
Twitter? Twitter is not the correct place to report this... Just post it here.
abrian
There is a chance that my osu is running from the integrated graphic instead of my GPU,
However shouldn't osu take care of lower end pc users as well? as it seem osu doesn't preform well enough at all in cutting edge.

I asked a friend to have a quick test as well:
Tom94
Yeah, osu! shouldn't run from your integrated graphics. Chances are your and your friend's results have cutting edge running on integrated while stable runs on discrete.

Could you switch to cutting edge again, then close osu!, then rename in your osu! folder "osu!.exe" to "bf3.exe"? This should fool NVIDIA optimus to run osu! from your discrete graphics card. Please let me know if it makes a difference.
abrian

Tom94 wrote:

Yeah, osu! shouldn't run from your integrated graphics. Chances are your and your friend's results have cutting edge running on integrated while stable runs on discrete.

Could you switch to cutting edge again, then close osu!, then rename in your osu! folder "osu!.exe" to "bf3.exe"? This should fool NVIDIA optimus to run osu! from your discrete graphics card. Please let me know if it makes a difference.
You can change this on Nvidia's setting pannel haha though your method works too.
I think what you've said is highly unlikely but I will test it again just to be sure.
abrian
I get an average of 1400 fps with the GPU on stable
So this should have proven something..?
Hope the issue is being worked on
The fps drop maybe not seem a lot but its actually quite noticable during gameplay.
A Mystery
I already posted this issue, but opening the editor (or just pressing "edit" to go to the song select) still causes the desktop resolution to change to whatever osu! is running at, causing this (and this is a full capture, everything you see on that image is everything I see on my monitor when alt-tabbing).

When letterboxing is enable, I can alt-tab normally though, but full screen has to be enabled.
The resolution used in the example is 1280x800, while my native is 1650x1080

Because I changed all my hardware yesterday, and this is still happening, I suppose my specs are not important.

PS: The reason why I post this again is because last time bancho seemed to have posted something about a fix related tot his, but I was not sure if it was the issue I was talking about.
Tom94

A Mystery wrote:

I already posted this issue, but opening the editor (or just pressing "edit" to go to the song select) still causes the desktop resolution to change to whatever osu! is running at, causing this (and this is a full capture, everything you see on that image is everything I see on my monitor when alt-tabbing).

When letterboxing is enable, I can alt-tab normally though, but full screen has to be enabled.
The resolution used in the example is 1280x800, while my native is 1650x1080

Because I changed all my hardware yesterday, and this is still happening, I suppose my specs are not important.
And I already answered this, we can unfortunately not avoid doing this as long as the editor is using windows forms. This is something that will have to stay until osu!next along with its editor revamp comes along.
A Mystery

Tom94 wrote:

A Mystery wrote:

I already posted this issue, but opening the editor (or just pressing "edit" to go to the song select) still causes the desktop resolution to change to whatever osu! is running at, causing this (and this is a full capture, everything you see on that image is everything I see on my monitor when alt-tabbing).

When letterboxing is enable, I can alt-tab normally though, but full screen has to be enabled.
The resolution used in the example is 1280x800, while my native is 1650x1080

Because I changed all my hardware yesterday, and this is still happening, I suppose my specs are not important.
And I already answered this, we can unfortunately not avoid doing this as long as the editor is using windows forms. This is something that will have to stay until osu!next along with its editor revamp comes along.
Really? I don't think you ever said that though, but alright, sorry for posting
Tom94
Oh sorry, looks like I was describing this at some internal place and not in this thread. My bad. :(
Tom94

abrian159 wrote:

I get an average of 1400 fps with the GPU on stable
So this should have proven something..?
Hope the issue is being worked on
The fps drop maybe not seem a lot but its actually quite noticable during gameplay.
Thanks a lot for testing. I'll see if I can get ahold of hardware capable of replicating the performance degradations you are experiencing. On my laptop with intel integrated graphics I get higher performance with opengl than with directx. :/

Out of curiosity, how does cutting edge compare to stable when using the GPU?
A Mystery

Tom94 wrote:

Oh sorry, looks like I was describing this at some internal place and not in this thread. My bad. :(
Haha np, I'm happy that you know about it.
abrian

Tom94 wrote:

abrian159 wrote:

I get an average of 1400 fps with the GPU on stable
So this should have proven something..?
Hope the issue is being worked on
The fps drop maybe not seem a lot but its actually quite noticable during gameplay.
Thanks a lot for testing. I'll see if I can get ahold of hardware capable of replicating the performance degradations you are experiencing. On my laptop with intel integrated graphics I get higher performance with opengl than with directx. :/

Out of curiosity, how does cutting edge compare to stable when using the GPU?
Slightly lower fps in cutting edge but not significant at all
It is only an issue when running with integrated graphics tbh
Who uses their GPU to run osu! ;w;
Were you testing on taiko mode? I don't think it makes a difference, though :(
Hope the issue gets fixed! I will try my best to help, and I do hope this is not only a problem at my side, lol.
Topic Starter
TheVileOne
Editor has performance issues with long sliders. They spike when entering test mode. These spikes lock up the game on cutting edge.

https://osu.ppy.sh/ss/3436043

Sliders with lots of points get large update spikes when you try to edit their points. (This happens on stable too actually)

https://osu.ppy.sh/ss/3436055

Here is the .osz with the map I was testing with.

http://puu.sh/jbrt6/b2489b466c.osz
Trosk-
This is not a really important issue, but I found it weird...
Also, I don't know if this is a duplicate or not. I didn't find anything about this. Forgive me if it is a duplicate.

Problem Details:
If you have a skin folder named "taiko" and you have checked the option "Always use Taiko skin for Taiko mode", osu! will always use that skin for Taiko. Ok, if you spectate someone with that option enabled and then you exit from spectator, osu! will load the menu-background from the "taiko" skin, instead the actual background of the skin that you have selected.

Couldn't replicate on Stable.

Also, I got some obejct alignment problems, when I needed to download a map to spectate someone and then go into the map, after download it, but I only got this effect 1 time...


Joe Joe-
Problem Details: There is a frequent frame skip that happens every time I play a beatmap, and my fps is literally cut in half ranging from 600-700fps during gameplay (On Stable release) to 300-400fps. This only happens on Cutting Edge and Beta releases. Also the only difference between both tests are the release streams, no background apps are causing the performance drop.

My specs are: Intel Core i5-4440 3.10GHz, 12GB RAM, GeForce GT 635, Windows 8.1

Video or screenshot showing the problem:
Cutting Edge/Beta Performance Video (Playing Full Screen and Letterbox)


Stable Performance Video (Playing Windowed)



osu! version: 20150721cuttingedge
Piotrekol
There seems to be an issuse with Letterboxing when recording using obs on intel HD4600.
when letterboxing is disabled recording works just fine (~600+fps with 1280x720) but when you enable letterboxing again - it just becomes unplayable.

same thing seems to happen in fullscreen and "windowed" letterbox

fullscreen letterboxing on:
http://i.imgur.com/GL5v7B3.png
fullscreen with no letterboxing:
https://osu.ppy.sh/ss/3440689
windowed with letterboxing:
https://osu.ppy.sh/ss/3440802
CakeAndBanana
I have a issue with editor.
My editor laggs in Fullscreen but when it's in windowed, it isn't lagging D:

Trosk-

CakeAndBanana wrote:

<stuff>
Could you change the code between the brackets to:

[youtube]tVf153L8r9E[/youtube]
CakeAndBanana

Trosk- wrote:

CakeAndBanana wrote:

<stuff>
Could you change the code between the brackets to:

[youtube]tVf153L8r9E[/youtube]
Thanks :), updated it
Tom94

Piotrekol wrote:

There seems to be an issuse with Letterboxing when recording using obs on intel HD4600.
when letterboxing is disabled recording works just fine (~600+fps with 1280x720) but when you enable letterboxing again - it just becomes unplayable.

same thing seems to happen in fullscreen and "windowed" letterbox

fullscreen letterboxing on:
http://i.imgur.com/GL5v7B3.png
fullscreen with no letterboxing:
https://osu.ppy.sh/ss/3440689
windowed with letterboxing:
https://osu.ppy.sh/ss/3440802
The graphs suggest, that it's something external causing the frame spikes. SwapBuffers is openGLs function for displaying the next frame to the screen, which most programs which want those frames such as OBS simply hook. Thus it seems to me like OBS does some unnecessary and huge processing within its hooked SwapBuffers function. It'd be good to report this to the OBS guys so they can check whether it is something at their end.
__Hatsune_Miku
Cutting-edge in mania ,trun on Co-op mods it can't see Star Difficulty

> Not on http://osu.ppy.sh/ss/3443905

> On Co-op mods http://osu.ppy.sh/ss/3443907
Trosk-

_ Hatsune Miku wrote:

Cutting-edge in mania ,trun on Co-op mods it can't see Star Difficulty

> Not on http://osu.ppy.sh/ss/3443905

> On Co-op mods http://osu.ppy.sh/ss/3443907
This happens on Stable too, so, this post doesn't belong here. You should have made a new thread.

Also, I think I saw this before, but I couldn't find it.

Anyways... This seems to only happen in converted maps. In the screenshot, you can see this clearly.

Mania maps are shown with the normal number of Keys instead of the Coop keys.

VeilStar
Jun 25, 2015
[peppy] Fix replay playback speeds conflicting with each other. (fixes /t/259747)
I'm not entirely sure what that fix was for but in both Cutting Edge & Beta the replay speed modifier (that box at the right of the screen when viewing a replay.) is no longer correct.

Instead of 0.5x and 2.0x speed it's now 0.75x speed and 1.5x speed.
Meaning that Without mods at 2x speed actually plays at 1.5x speed and a DT replay at 0.5x speed plays at the same speed as without mods, while it would normally become the same speed as with HT.

What's up with that? Is this intended? If so, why have it say the wrong speed? (inb4 "Because DT and HT are named incorrectly.")
Rockageek
Hi, I found a difference between DirectX and OpenGl while playing ctb, it's about glowing effect.

http://screenshotcomparison.com/comparison/136761
Nabile

ShyeartFanGirl wrote:

Hi, I found a difference between DirectX and OpenGl while playing ctb, it's about glowing effect.

http://screenshotcomparison.com/comparison/136761
Seems to be the lack of additive blending, which combines colors to approach white.



I've checked and it doesn't seem to be happening on my end:


Are you sure you are on the (latest) cutting-edge version of the game ?
peppy
Additive was actually not working correctly on stable (or older cutting-edge) and was specifically addressed. As has been stated, make sure you are on the latest build.
Rockageek
Yup, it's fixed now, nice work.
Also I wanted to say that the fps improvement on beta build was simply amazing, the new stable update for the game will be revolutionary.
Lemmmy
#help told me to post this here, therefore I am not sure if this is an issue on my end. When playing, the game seems to skip a frame, causing the hitobjects to reverse by a few milliseconds. This happens every few seconds.

Screenshot with Ctrl + F11 related:


Only snaking sliders are enabled.
Topic Starter
TheVileOne
Merged a topic into this thread.

Here is the post
Shizuyi
Never happend to me before. Doesnt happen everytime. Seems to appears random.

When i change my Skin the Screen gets dark and the music gets more quiet, both as usual, but the screen stays dark and the music stays quiet. This stays for 30secs before i land on my Desktop and no Crash Notification from osu! or anything. I tried to replciate but it doesnt happen everytime and happens with diofferent Skins.
Tom94

Lemmmy wrote:

#help told me to post this here, therefore I am not sure if this is an issue on my end. When playing, the game seems to skip a frame, causing the hitobjects to reverse by a few milliseconds. This happens every few seconds.

Screenshot with Ctrl + F11 related:


Only snaking sliders are enabled.
Are you running osu! in window mode? While in window mode osu! framerate is affected by other windows, so try to minimize the things you have open. This is likely caused by one of them.

Another possibility is that you have a background application open which affects your desktop, such as f.lux. It is known to cause spikes every few seconds.
Lemmmy

Tom94 wrote:

Lemmmy wrote:

#help told me to post this here, therefore I am not sure if this is an issue on my end. When playing, the game seems to skip a frame, causing the hitobjects to reverse by a few milliseconds. This happens every few seconds.

Screenshot with Ctrl + F11 related:


Only snaking sliders are enabled.
Are you running osu! in window mode? While in window mode osu! framerate is affected by other windows, so try to minimize the things you have open. This is likely caused by one of them.

Another possibility is that you have a background application open which affects your desktop, such as f.lux. It is known to cause spikes every few seconds.
No and no. I am in native fullscreen with letterboxing. No external applications have been known to cause this for me. It seems to be with the latest few builds.

If the information helps, the lagspikes occur during Draw and SwapBuffer.
Arzenvald
Problem Details:
i heard osu will soon no longer using directX for render osu, so i went to cuttingedge to try it out.. but probably it would be hard for me since my notebook doesn't seems supports openGL..
and i found this page https://osu.ppy.sh/wiki/GL_Support_Issues it says i need to post the output of this "OpenGL Extensions" program and the gl_info.txt here..

here is the report from openGL extension program http://puu.sh/jkLSe.txt
and here is the gl_info.txt from osu folder http://puu.sh/jkM67.txt

here's the detail of my notebook i have right now:
Acer D270
Intel Atom N2600 1.60 GHz
25.7 cm (10.1") WSVGA (1024 x 600) 128:75
Intel GMA3600
2 GB, DDR3 SDRAM
320 GB HDD
all driver installed, and it says its supports up to OpenGL 3.0, but i don't know why i cant run osu properly in openGL mode.. T_T

Video or screenshot showing the problem:
https://osu.ppy.sh/ss/3469825
https://osu.ppy.sh/ss/3469830
https://osu.ppy.sh/ss/3469844

osu! version: 20150730cuttingedge
Brownsville369
Hey guys, no idea if there's been any other posts on this issue (I don't have the time right now to go through 87 pages of replies right now) but I've been having issues recently regarding stuttering.
I recently upgraded my OS to windows 10 and I've noticed that it tends to stutter and jump a lot. I assume this is just an issue with driver incompatibilities or bugs since this is a fresh OS. But there is also the chance this is an issue with the game and being compatible with windows 10.
Anyways my specs are:
CPU: AMD fx-6300
GPU: Nvidia GeForce 780
RAM: 8gb DDR3 @ 1600 MHz
OS: Windows 10
GPU Driver: Latest Nvidia Driver for windows 10

If anyone has a work around please let me know as soon as you can. Thanks.
lolcubes
After updating to Windows 10, Unlimited FPS setting gives me about 260 fps compared to ~400 I had on Win 7 on this laptop, when using nvidia 740M.

Also for some reason, VSync is always on regardless if it's set within the game or not when trying to use my HD4000. I have all latest drivers installed and checked in settings and VSync is actually not forced there, it's set to use application settings.
Kon
It's been a couple of weeks since I posted this so I'll post again in case it wasn't seen.

When launching osu! with letterboxing enabled, osu! doesn't open on the monitor where your cursor is. However, when launching in windowed mode it does open on the correct monitor.

Also, for what it's worth, the updater and the osu! sprite are shown on the correct monitor with letterboxing on.
Trosk-

Kon wrote:

It's been a couple of weeks since I posted this so I'll post again in case it wasn't seen.

When launching osu! with letterboxing enabled, osu! doesn't open on the monitor where your cursor is. However, when launching in windowed mode it does open on the correct monitor.

Also, for what it's worth, the updater and the osu! sprite are shown on the correct monitor with letterboxing on.
This sounds like correct behaviour to me. Fullscreen and Letterboxing will always open on your main screen, if I'm not wrong.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix user panel disappearing when leaving play mode too quickly. (TheVileOne)
The changes will be applied to builds newer than b20150803.3cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
- Marco -
if I change the volume on the results screen it doesn't not change the volume of the applause sound. On stable it works tho
Nathanael

marcostudios wrote:

if I change the volume on the results screen it doesn't not change the volume of the applause sound. On stable it works tho
I'm unable to replicate. Do you have any specific steps?
Trosk-

marcostudios wrote:

if I change the volume on the results screen it doesn't not change the volume of the applause sound. On stable it works tho
Can't replicate neither. Are you changing a specific volume or Master volume?
- Marco -
master volume
Trosk-

marcostudios wrote:

master volume
Then could you specify what type of applause? I mean, is a custom applause from a beatmap, a custom applause from your skin, the default applause... I don't actually know if it could matter or not, but I couldn't replicate what you said.
- Marco -
custom applause from my skin

(http://vocaroo.com/i/s1orIvY2h3BB)

I also recorded it

Trosk-
Ok, now I could replicate it. Seems like it happens only with custom skin applause. Not custom beatmap applause or default.

Nevermind, seems like it happens completely random, or at least, it's how it seems like to me.

_index
It seems like SwapBuffer lag spikes are back on cutting edge version for some previous builds and current one
Random stuttering every 3-5 seconds, every 7-15 seconds after osu! reload.
AMD 8150, gtx 970, win 8.1
Trosk-

_index wrote:

It seems like SwapBuffer lag spikes are back on cutting edge version for some previous builds and current one
Random stuttering every 3-5 seconds, every 7-15 seconds after osu! reload.
AMD 8150, gtx 970, win 8.1
Do you get them while playing? I have some of these on Song Selection screen and not while playing (They are barely noticeable). Check it with the Auto mod so you can see the performance graph.
Shizuyi
It does not happen to me. Not on Song Select neither while playing. I tried it for about 10min but i could not see any Spikes.
_index

Trosk- wrote:

_index wrote:

It seems like SwapBuffer lag spikes are back on cutting edge version for some previous builds and current one
Random stuttering every 3-5 seconds, every 7-15 seconds after osu! reload.
AMD 8150, gtx 970, win 8.1
Do you get them while playing? I have some of these on Song Selection screen and not while playing (They are barely noticeable). Check it with the Auto mod so you can see the performance graph.
yes, exactly same lag spikes, just did SS in menu because its easier to catch it
chong601
On the latest cuttingedge build (b20150804cuttingedge), the FPS value position shifts when the chat scrollbar appears and dissapears
With the scrollbar:


Without the scrollbar:
peppy
Isn't that intentional?
chong601
Oh forgot to add that the fps value position changes when the chat console is up and the cursor enters and exits the chat interface.
Trosk-

chong601 wrote:

Oh forgot to add that the fps value position changes when the chat console is up and the cursor enters and exits the chat interface.
It's still intended, I guess.
power007
Hello peppy, a lot of people saying "Please don't push experimental build to stable". I would say - don't stop doing what you're doing! OpenGL consumes about 10% more of computer power (CPU, GPU) but its much more stable, fluent and lagless then DirectX. For example Experimental build does't have input lag on Windows 8 but Stable build - has.
Trosk-

power007 wrote:

Hello peppy, a lot of people saying "Please don't push experimental build to stable". I would say - don't stop doing what you're doing! OpenGL consumes about 10% more of computer power (CPU, GPU) but its much more stable, fluent and lagless then DirectX. For example Experimental build does't have input lag on Windows 8 but Stable build - has.
Well, if you are saying that Stable has input lag, maybe you are using OpenGL renderer, playing with VSync, or on Windowed mode. Anyways, I think he knows that the new renderer is better, that's why osu! is moving to it.

And well, I don't know if this is the correct place to make this comment, maybe you should have posted this in a comment on one of his blog entries, or even on the osu!dev Slack group instead.
power007

Trosk- wrote:

Well, if you are saying that Stable has input lag, maybe you are using OpenGL renderer, playing with VSync, or on Windowed mode. Anyways, I think he knows that the new renderer is better, that's why osu! is moving to it.

And well, I don't know if this is the correct place to make this comment, maybe you should have posted this in a comment on one of his blog entries, or even on the osu!dev Slack group instead.
No, I'm advanced player, monitoring cpu, gpu loads and temps. And I 100% sure I have same settings. Stable build has more input lag in full-screen and windowed mode as well. And writing here because I've seen peppy here, he is reading this thread time to time. Also mail is not coming from osu!dev Slack group do my email address.
DexFrild
Hello.
I have one problem with editor. I can't create a slider. osu! is crashing when I move cursor back.
Trosk-

DexFrild wrote:

Hello.
I have one problem with editor. I can't create a slider. osu! is crashing when I move cursor back.
<video>
Could you copy the crashlog and paste it here? (Click on the girl, on the "osu! crashed" window)
quaternary

Trosk- wrote:

DexFrild wrote:

Hello.
I have one problem with editor. I can't create a slider. osu! is crashing when I move cursor back.
<video>
Could you copy the crashlog and paste it here? (Click on the girl, on the "osu! crashed" window)
I have the same issue, here's my crashlog:

SPOILER
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at System.Collections.Generic.List`1.get_Item(Int32 index)
at #=q6IXhrC$mQfqPYwMdZUbZ80v$QJk$3_hzWIcM9yG19dsHQEGOYQ8ei$3dKjAyWhrh.     ​ ​                     ()
at #=qPJzNflyJ02VVE71K6$yal9RzSaC$JMDWIAHWianGGmpfNCbqwdBnfUKF86pa9Idv.#=qUwUBXun0rLqS$AtYWmL4Fw==()
at #=qnG0GnN0cfijcUy7s$dJDeA==.#=qKgl$DSIqV9WdWTn$1xM1xg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=q9MMbY$7us5Q0U4_YmlFDRQ==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qYUbnloU3IqqDE0EKW8De7Q==(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at #=q0pqRh6sPtnAUog3K$vFn7WZ76Q57p3nFNWCTgRgm9GjHpjf6uVjPGnB9oAxEcX9D.#=ql8bzNZYeqTMI4oZPm9NAwQ==()
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qN69kwiwUVTK0y9SzB87sq86EUPIQsgP7vr0Fq1jca24=(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qqI_cDBXyzvlJ1x5uw8DP0A==.#=qcCIVZO00d1r2WZ01ZOHTCQ==(String #=qiZE2W7LTDP0JO4nV4pZvcw==, Boolean #=qQ2zGyEw_tm9$D757SBvxHr3DGWTw85CS_cjU2cMHqC0=, Boolean #=qWbRzV5WeaDhc6rEEcGRD89d3BcOgr7$VVXHcz_rRbmI=, Boolean #=qI2qDyM$NOXO_8MDDFyYBZw==)

Do this for a 100% reproducible crash:

https://www.youtube.com/watch?v=rVuc1x9e3_4
DexFrild
The same log.
SPOILER
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at System.Collections.Generic.List`1.get_Item(Int32 index)
at #=q6IXhrC$mQfqPYwMdZUbZ80v$QJk$3_hzWIcM9yG19dsHQEGOYQ8ei$3dKjAyWhrh.     ​ ​                     ()
at #=qPJzNflyJ02VVE71K6$yal9RzSaC$JMDWIAHWianGGmpfNCbqwdBnfUKF86pa9Idv.#=qUwUBXun0rLqS$AtYWmL4Fw==()
at #=qnG0GnN0cfijcUy7s$dJDeA==.#=qKgl$DSIqV9WdWTn$1xM1xg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=q9MMbY$7us5Q0U4_YmlFDRQ==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qYUbnloU3IqqDE0EKW8De7Q==(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at #=q0pqRh6sPtnAUog3K$vFn7WZ76Q57p3nFNWCTgRgm9GjHpjf6uVjPGnB9oAxEcX9D.#=ql8bzNZYeqTMI4oZPm9NAwQ==()
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qN69kwiwUVTK0y9SzB87sq86EUPIQsgP7vr0Fq1jca24=(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qqI_cDBXyzvlJ1x5uw8DP0A==.#=qcCIVZO00d1r2WZ01ZOHTCQ==(String #=qiZE2W7LTDP0JO4nV4pZvcw==, Boolean #=qQ2zGyEw_tm9$D757SBvxHr3DGWTw85CS_cjU2cMHqC0=, Boolean #=qWbRzV5WeaDhc6rEEcGRD89d3BcOgr7$VVXHcz_rRbmI=, Boolean #=qI2qDyM$NOXO_8MDDFyYBZw==)
Trosk-
Ok, can replicate.

Crashlog
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.Collections.Generic.List`1.get_Item(Int32 index)
at #=q6IXhrC$mQfqPYwMdZUbZ80v$QJk$3_hzWIcM9yG19dsHQEGOYQ8ei$3dKjAyWhrh.     ​ ​                     ()
at #=qPJzNflyJ02VVE71K6$yal9RzSaC$JMDWIAHWianGGmpfNCbqwdBnfUKF86pa9Idv.#=qUwUBXun0rLqS$AtYWmL4Fw==()
at #=qnG0GnN0cfijcUy7s$dJDeA==.#=qKgl$DSIqV9WdWTn$1xM1xg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=q9MMbY$7us5Q0U4_YmlFDRQ==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qYUbnloU3IqqDE0EKW8De7Q==(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at #=q0pqRh6sPtnAUog3K$vFn7WZ76Q57p3nFNWCTgRgm9GjHpjf6uVjPGnB9oAxEcX9D.#=ql8bzNZYeqTMI4oZPm9NAwQ==()
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qN69kwiwUVTK0y9SzB87sq86EUPIQsgP7vr0Fq1jca24=(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qqI_cDBXyzvlJ1x5uw8DP0A==.#=qcCIVZO00d1r2WZ01ZOHTCQ==(String #=qiZE2W7LTDP0JO4nV4pZvcw==, Boolean #=qQ2zGyEw_tm9$D757SBvxHr3DGWTw85CS_cjU2cMHqC0=, Boolean #=qWbRzV5WeaDhc6rEEcGRD89d3BcOgr7$VVXHcz_rRbmI=, Boolean #=qI2qDyM$NOXO_8MDDFyYBZw==)

tuddster wrote:

I have the same issue, here's my crashlog:
Please, add a spoilerbox to the Code.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix editor slider placement failing. (peppy)
The changes will be applied to builds newer than b20150804.1cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
DT-sama
Problem Details:
If you toggle fast enough HT/DT at the start of a replay (before the animation ends), it'll cause the icon to look disabled, but the mod will still be active gameplay-wise. If you toggle it again, it will just double the effect of the mod.


Video or screenshot showing the problem:
DT (with a few failed attempts at the beginning, it starts at 0:30)

HT


osu! version: 20150730.1beta
DexFrild
Thank you.
a1mighty
Some of skin elements lost their positions. Checked all release streams, this happens only on Cutting-edge.
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