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[Archived] Stable40 / Stable (Latest) Performance Issues

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sudosu
Monitor: 85Hz (1024x768 resulotion)
Nvidia Geforce 610M with 1GB VRAM
Core I3 2350M 2.3Ghz CPU
Windows 10 Latest build

The OpenGL engine is horrible, I can't reach 200 FPS! With DirectX i had around 700 FPS... CTB is so laggy!
I've random laggs while selecting a map.

I'm staying on fallback version!
YaLTeR
I haven't got any issues whatsoever myself (always latest Cutting-Edge), but I wanted to say that this

NoGround wrote:

Solution! I was right, OpenGL is NOT compatible with Nvidia G-Sync.


is incorrect, I've got a G-Sync 144 Hz monitor and everything works fine both with G-Sync and without (however having G-Sync enabled caps the game at 144 FPS, so I disable it for osu!).
Wesley
I am using the latest Stable release with full screen, 1360*768 resolution.
Specs:
i7-2630QM CPU (2GHz)
Intel(R) HD Grahpics 3000, using this to run osu
NVIDIA GeForce GT 540M

Basically the issue I am having is mainly related to CTB, STD and Mania both seem to run fine.
When I play any map, doesn't matter what sorta map or difficulty, my frames seem to drop quite a lot (making the fruit stay on its place for maybe less than a second, and then continues to move again or the fruit moves back up a few pixels and then continues to play); it happens pretty much every 5 seconds or so, if not less.
I tried using the Compatibilty mode, this doesn't change anything to the frame drops. Although this makes the response time even worse.

On the Stable (fallback) release I have zero problems with the lagspikes or response time.

Screenshot of the FPS meter:
Usually the squares besides the 5.4ms is all the way filled with red squares, both in menu and while playing.

gl_info.txt
GL Version: 3.1.0 - Build 9.17.10.4229
GL Renderer: Intel(R) HD Graphics 3000
GL Shader Language version: 1.40 - Intel Build 9.17.10.4229
GL Vendor: Intel
GL Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex
GL Context: Index: 6, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False

Also I tried running osu on BOTH gpu's, both have the same effect.
Spkz
I've been using cuttingedge for ages, yet for about 2 or 3 months ago, osu started to crash and give me BSODs very often. These don't happen when I switch back to the fallback stream, however despite these crashes and BSODs I'm still using cuttingedge because the performance is so much better there. I'd be happy if there would be some changes to stop these because it gets really annoying sometimes. EDIT: It doesn't matter if I use stable40 or cuttingedge, the results are the same.

Specs:
Intel Core i7-3630 QM CPU @ 2.4 GHz (4x core)
Intel HD Graphics 4000
NVIDIA GeForce GT 640M
8 GB of 1000 MHz RAM
Windows 7 Uitlimate x64
Samsung SyncMaster 2233SN 60Hz 1920x1080 resolution (using osu with fullscreen windowed mode)

GL log
GL Version: 4.5.0 NVIDIA 353.06
GL Renderer: GeForce GT 640M/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False

Some crash reports
2015.09.14. 20:41:27 error: System.ArgumentException: Az eltolás és a hossz a tömb határain kívülre mutat, vagy az elemszám nagyobb, mint a forrásgyűjtemény elemeinek száma az indextől kezdve a gyűjtemény végéig.
a következő helyen: System.IO.MemoryStream.Read(Byte[] buffer, Int32 offset, Int32 count)
a következő helyen: #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qF4lZ95TR3l7uo_nkXKhyMg==()
a következő helyen: #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qGoYfABh0mtQZmqMNQG76_Q==()
2015.09.15. 20:56:00 error: System.Net.WebException: A távoli kiszolgáló a következő hibát küldte vissza: (403) Tiltott.
a következő helyen: #=qgFm8xBLGJPWviUe54Ut0SGKY2BhAWsu9ZPEpU0khsTc=.#=q01vbvjnTX5JfefI0hGcRHH3vRF1wy$cx8FrGFoildIs=()
a következő helyen: #=q_CS8x7wmhABH9_oiHJnw6T7kmvBtxJp20iJn7Mcl3xI=.#=qNxVmePs4tAO3nCJlRzwf3Q==(Boolean #=qd99DYAN1VSubt2u88Przow==)
a következő helyen: #=q_CS8x7wmhABH9_oiHJnw6T7kmvBtxJp20iJn7Mcl3xI=.#=qVxz9vXTzsXjWgzpty25Kng==()
2015.09.16. 21:51:25 error: System.ArgumentException: Az eltolás és a hossz a tömb határain kívülre mutat, vagy az elemszám nagyobb, mint a forrásgyűjtemény elemeinek száma az indextől kezdve a gyűjtemény végéig.
a következő helyen: System.IO.MemoryStream.Read(Byte[] buffer, Int32 offset, Int32 count)
a következő helyen: #=qB7qk0iDGWeKQq747nKdicx0$PW9uG6en2rj2JEw4c4A=.#=qyZcrfwW2Ehy9CI58Ps3zjg==()
a következő helyen: #=qB7qk0iDGWeKQq747nKdicx0$PW9uG6en2rj2JEw4c4A=.#=qUt_LZbR_HzyGrwoOKqjwUg==()
2015.09.22. 13:48:41 error: System.Net.WebException: A távoli kiszolgáló a következő hibát küldte vissza: (403) Tiltott.
a következő helyen: #=qsx4CHt26K0lCr4CvqQzodEYyBVvX024G4aqjhY39vME=.#=qvCNMYGVFaXARI$fq76PFQVXlCFcPQaH5TH9oBrZYDhQ=()
a következő helyen: #=q9pzB$b4spFWxr363D0lzHMPd6ZfpYIzCiftWuS3zXU4=.#=qOjcO8xwWS_D4Ut$kmROcFQ==(Boolean #=qKkjw3b1_l3ySe7DPU6nj7Q==)
a következő helyen: #=q9pzB$b4spFWxr363D0lzHMPd6ZfpYIzCiftWuS3zXU4=.#=qv$hCQ3UOEsyFvj70CfeEoQ==()
2015.09.23. 19:19:52 error: System.Net.WebException: A távoli kiszolgáló a következő hibát küldte vissza: (403) Tiltott.
a következő helyen: #=qFcrC8CRnxoQZX5zB_fjKckm1GqU24VfTsoBIz5V8EIM=.#=qEGOW3pzPMMCEeT6kZYZwY9IDLmAYvJIrhbxGOPK3w3o=()
a következő helyen: #=qqoVBbdIewfDuaMHZDsGRil5aIA0det3QBA0sn3qvkoQ=.#=q2I8IAZhP9Nopr0DVige0Qg==(Boolean #=qd99DYAN1VSubt2u88Przow==)
a következő helyen: #=qqoVBbdIewfDuaMHZDsGRil5aIA0det3QBA0sn3qvkoQ=.#=q8eOzNYnmmtYQyEMgTquCkA==()
2015.09.23. 19:24:42 error: System.Net.WebException: A távoli kiszolgáló a következő hibát küldte vissza: (403) Tiltott.
a következő helyen: #=qFcrC8CRnxoQZX5zB_fjKckm1GqU24VfTsoBIz5V8EIM=.#=qEGOW3pzPMMCEeT6kZYZwY9IDLmAYvJIrhbxGOPK3w3o=()
a következő helyen: #=qqoVBbdIewfDuaMHZDsGRil5aIA0det3QBA0sn3qvkoQ=.#=q2I8IAZhP9Nopr0DVige0Qg==(Boolean #=qd99DYAN1VSubt2u88Przow==)
a következő helyen: #=qqoVBbdIewfDuaMHZDsGRil5aIA0det3QBA0sn3qvkoQ=.#=q8eOzNYnmmtYQyEMgTquCkA==()
2015.09.26. 11:25:28 error: System.NullReferenceException: Az objektumhivatkozás nincs beállítva semmilyen objektumpéldányra.
a következő helyen: #=quGh_Ve83Xz_G7oqbNqkLNkiNe_tg1jb3TKzf8iZ3QMM=.#=qz2z8IavrXMUu66hdfEJH5A==()
a következő helyen: #=quGh_Ve83Xz_G7oqbNqkLNkiNe_tg1jb3TKzf8iZ3QMM=.#=q_SaU52bbgpTQNqYh4BV75Q==()
2015.09.27. 15:30:44 error: System.NullReferenceException: Az objektumhivatkozás nincs beállítva semmilyen objektumpéldányra.
a következő helyen: #=qufmKFvanu1GJB8Q2UAWzyhH76TEb9qawP6R0uha2O8o=.#=qvxMNATT0AC5PwDyFaWxLwA==()
a következő helyen: #=qufmKFvanu1GJB8Q2UAWzyhH76TEb9qawP6R0uha2O8o=.#=qxc4dmevE6PD5bw4GbqyhCg==()
helion
Massive input lag and frequent but very short lag spikes during gameplay.
Framerate actually went up considerably compared to fallback (from ~1200 to over 2000).
Fullscreen mode is on, compatibility mode makes no difference.

AMD Phenom II X4 925
Geforce GTX 750 Ti (latest drivers)
Windows 8.1

gl_info
GL Version: OpenGL ES 3.0 (ANGLE 2.1.0.8afe1e1b8397)
GL Renderer: ANGLE (NVIDIA GeForce GTX 750 Ti Direct3D11 vs_5_0 ps_5_0)
GL Shader Language version: OpenGL ES GLSL ES 3.00 (ANGLE 2.1.0.8afe1e1b8397)
GL Vendor: Google Inc.
GL Extensions: GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker GL_EXT_color_buffer_float
GL Context: Index: 172474212, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False
Cosmic Energy
Specs:
NVIDIA GeForce GTX 750
AMD FX(tm) 63000 six-core processor
Only 8gb working ram atm
Windows 10 latest

Will get lag spikes when transitioning between songs and specific difficulties. They generally last for half a second, and during that time the game either freezes entirely or lags severely. It does not happen on ever song or map (it still happens almost every time), and if the map has been loaded already it will lag significantly less. In game if I get a 100 or 50 on a note the game freezes for a tenth of a second and often causes me to fail. Will come back soon after playing with it for a while with more specific numbers on fps drops and gl_info.
Damnjelly
split second laggspikes about every 2 seconds.
doesn't give the laggspikes with compatibility mode.
gives laggspikes in every version (except for fallback).
It's also prevelant on fullscreen with and without letterboxing on any resolution

2048 ATI AMD Radeon HD 8790M
Intel Core i7 4800MQ @ 2.70GHz
windows 10

gl_info
GL Version: 4.5.13397 Compatibility Profile Context 0
GL Renderer: AMD Radeon HD 8790M
GL Shader Language version: 4.40
GL Vendor: ATI Technologies Inc.
GL Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False
performance
24-10-2015 13:48:59: Slow frame detected: BetweenFrames:25 Update:83 Scheduler:5 Draw:108 SwapBuffer:414 Sleep:0
24-10-2015 13:49:06: Slow frame detected: BetweenFrames:0 Update:495 Scheduler:0 Draw:66 SwapBuffer:35 Sleep:0
24-10-2015 13:49:10: Slow frame detected: BetweenFrames:0 Update:228 Scheduler:0 Draw:17 SwapBuffer:0 Sleep:0
24-10-2015 13:49:16: Slow frame detected: BetweenFrames:0 Update:306 Scheduler:0 Draw:21 SwapBuffer:0 Sleep:0
24-10-2015 13:54:32: Slow frame detected: BetweenFrames:21 Update:27 Scheduler:0 Draw:128 SwapBuffer:28 Sleep:0
24-10-2015 13:54:58: Slow frame detected: BetweenFrames:0 Update:222 Scheduler:0 Draw:23 SwapBuffer:27 Sleep:0
24-10-2015 13:55:25: Slow frame detected: BetweenFrames:0 Update:178 Scheduler:0 Draw:17 SwapBuffer:20 Sleep:0
24-10-2015 13:55:26: Slow frame detected: BetweenFrames:0 Update:178 Scheduler:0 Draw:21 SwapBuffer:0 Sleep:0
24-10-2015 13:58:21: Slow frame detected: BetweenFrames:14 Update:0 Scheduler:0 Draw:21 SwapBuffer:166 Sleep:0
24-10-2015 14:04:24: Slow frame detected: BetweenFrames:0 Update:371 Scheduler:0 Draw:40 SwapBuffer:0 Sleep:0
24-10-2015 14:06:12: Slow frame detected: BetweenFrames:24 Update:28 Scheduler:0 Draw:138 SwapBuffer:22 Sleep:0
24-10-2015 14:08:12: Slow frame detected: BetweenFrames:25 Update:34 Scheduler:0 Draw:141 SwapBuffer:36 Sleep:0
24-10-2015 14:13:40: Slow frame detected: BetweenFrames:0 Update:402 Scheduler:0 Draw:5 SwapBuffer:0 Sleep:0
25-10-2015 13:47:29: Slow frame detected: BetweenFrames:12 Update:85 Scheduler:4 Draw:222 SwapBuffer:143 Sleep:0
25-10-2015 13:47:29: Slow frame detected: BetweenFrames:4 Update:2 Scheduler:437 Draw:1 SwapBuffer:1 Sleep:0
25-10-2015 13:47:55: Slow frame detected: BetweenFrames:1 Update:278 Scheduler:0 Draw:3 SwapBuffer:0 Sleep:0
25-10-2015 13:48:26: Slow frame detected: BetweenFrames:18 Update:93 Scheduler:3 Draw:110 SwapBuffer:19 Sleep:0
25-10-2015 13:48:32: Slow frame detected: BetweenFrames:0 Update:362 Scheduler:0 Draw:2 SwapBuffer:0 Sleep:0
25-10-2015 13:48:36: Slow frame detected: BetweenFrames:0 Update:845 Scheduler:0 Draw:52 SwapBuffer:1 Sleep:0
25-10-2015 13:49:46: Slow frame detected: BetweenFrames:0 Update:263 Scheduler:0 Draw:12 SwapBuffer:1 Sleep:0
25-10-2015 13:49:54: Slow frame detected: BetweenFrames:0 Update:227 Scheduler:0 Draw:35 SwapBuffer:0 Sleep:0
25-10-2015 13:50:41: Slow frame detected: BetweenFrames:0 Update:212 Scheduler:0 Draw:34 SwapBuffer:0 Sleep:0
25-10-2015 13:50:53: Slow frame detected: BetweenFrames:18 Update:84 Scheduler:3 Draw:104 SwapBuffer:11 Sleep:0
25-10-2015 13:50:53: Slow frame detected: BetweenFrames:13 Update:5 Scheduler:179 Draw:1 SwapBuffer:1 Sleep:0
25-10-2015 13:50:57: Slow frame detected: BetweenFrames:1 Update:269 Scheduler:0 Draw:2 SwapBuffer:0 Sleep:0
25-10-2015 13:51:11: Slow frame detected: BetweenFrames:12 Update:84 Scheduler:3 Draw:95 SwapBuffer:125 Sleep:0
25-10-2015 13:51:38: Slow frame detected: BetweenFrames:0 Update:746 Scheduler:0 Draw:50 SwapBuffer:0 Sleep:0
25-10-2015 13:51:42: Slow frame detected: BetweenFrames:0 Update:413 Scheduler:0 Draw:36 SwapBuffer:0 Sleep:0
25-10-2015 13:51:52: Slow frame detected: BetweenFrames:0 Update:1 Scheduler:10 Draw:256 SwapBuffer:0 Sleep:0
25-10-2015 13:55:40: Slow frame detected: BetweenFrames:6 Update:66 Scheduler:1 Draw:249 SwapBuffer:1138 Sleep:0
25-10-2015 13:56:37: Slow frame detected: BetweenFrames:0 Update:715 Scheduler:0 Draw:36 SwapBuffer:0 Sleep:0
25-10-2015 13:58:06: Slow frame detected: BetweenFrames:0 Update:248 Scheduler:0 Draw:3 SwapBuffer:0 Sleep:0
26-10-2015 17:36:14: Slow frame detected: BetweenFrames:5 Update:40 Scheduler:5 Draw:185 SwapBuffer:49 Sleep:0
26-10-2015 17:36:32: Slow frame detected: BetweenFrames:0 Update:848 Scheduler:0 Draw:34 SwapBuffer:0 Sleep:0
26-10-2015 17:37:03: Slow frame detected: BetweenFrames:0 Update:219 Scheduler:0 Draw:1 SwapBuffer:0 Sleep:0
30201102
Problems with Stable (Latest):

-EVERY beatmap crashes osu in one of 2 ways: either osu crashes in some arbitrary part of the map (usually the within the first 10 seconds but sometimes later), or osu will crash instantly when the beatmap is failed. I've tried this on 20 different beatmaps so far and I have been unable to pass a single one because osu will inevitably crash before the end of the map.
-Short lag spikes constantly during song selection as well as during gameplay (<1 second)
-FPS limited to ~240 whereas on Fallback it is ~340.
-Turning on compatibility mode resolves the crashing (on the same maps I tested before, at least), however, the lag spikes are still present, and there is a noticeable amount of mouse lag. Also, the FPS counter is no longer present but it is obvious I am getting much lower FPS compared to compatibility mode off.

GPU: GeForce GT 635M
Fullscreen: Yes
gl_info.txt (when compatibility mode is OFF)
GL Version: 4.3.0
GL Renderer: GeForce GT 635M/PCIe/SSE2
GL Shader Language version: 4.30 NVIDIA via Cg compiler
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
performance.log after switching to Cutting Edge and waiting for lag spikes
26-10-15 18:43:34: Slow frame detected: BetweenFrames:2 Update:0 Scheduler:258 Draw:0 SwapBuffer:0 Sleep:0
26-10-15 18:43:43: Slow frame detected: BetweenFrames:0 Update:322 Scheduler:0 Draw:24 SwapBuffer:9 Sleep:0
26-10-15 18:45:48: Slow frame detected: BetweenFrames:0 Update:224 Scheduler:0 Draw:22 SwapBuffer:0 Sleep:0
26-10-15 18:45:54: Slow frame detected: BetweenFrames:0 Update:202 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0

None of the above problems occur with the Stable (Fallback) release.
CyberPoutine
I can't get onto the latest build. What happens is I download the files needed, my osu updater runs, but when the game opens I'm still in the fallback version.

Compatibility mode is off.

I use ATI Mobility Radeon 7500 (I know I need to upgrade my pc...)

Changing to fullscreen did not make a difference.

It's probably worth mentioning I also cannot run cutting edge! or beta build.
Justin
Problem: Stutter issues.

PC SPECS: AMD FX 8350 8 core @ 4.01GHz
GPU: EVGA GTX 960 (4gb)
RAM: 8 GB
OS: Windows 10

- I get pretty random dropped frames that are consistent when in play mode, therefor disorienting me. I'd say it happens anywhere between 6-20 seconds.
- It isn't on. (I tried it in compatibility mode and it wasn't there but I had much higher input lag.
- GTX 960 (4gb) [The stutter never happened on my old GTX 630 but i'm obviously not reverting]
- Yes I am in fullscreen

Extra things you can do:
- Provide gl_info.txt http://puu.sh/kYClP/659973ad9b.txt
- Switch to cutting edge http://puu.sh/kYDHx/e160520ec9.log
- Video https://www.youtube.com/watch?v=Z2jK6GXF89E&feature=youtu.be (although i got pretty lucky and fc'd!) (bottom right for dropped frames)
BadIsTheNewGod
I state that i have a really bad and old pc and that english is not my main language.

-The main problem (and the only one deferred) is that the screen is flashing (really fast, like every 0.5 sec) the game in general.
In example: Main menu --> Black/Grey shadows of the menu --> Main menu
I didn't even try to play it would have been painful.
In the main menu i can notice not more than 20 fps, average 15 fps more or less

-Compatibility mode helps me but the game seems really laggy or more accurately the imputs are not so reactive as before.
Don't know how effects other osu modes but i think it's the same as mania, a note where i can easly do rainbow 300 i get 200 or even 100

-My pc's GPU is Mobility Radeon HD5470 512 Mb

-All resolution beside native in full screen with Compatibility mode are laggy (low fps)

-I've uploaded the gl_info.txt file on drop box https://www.dropbox.com/s/lhjxyb76fess8 ... o.txt?dl=0

-I think it's usless tryng cutting edges and i can't do a video, my pc would explode XD

Edit:Just some tests with a song under 2 minutes,i can give you just the replays to notice ho it get worse.
Another thing to say it's that with the new version i lose frame rate in some points of the song it gets to ~30/45 fps (for what i can visually see, don't really know the fps in that case), while there are many notes and even when there are long notes with some other notes.
In windowed the problem doesn't really change much regard the full screen.
I included the beatmap (https://osu.ppy.sh/b/710859) in the dl and in the replays i included a first attempt and a second attempt.I hope it helps and you can understand what i wrote in this
https://www.dropbox.com/sh/283h7obla3ps ... la8Fa?dl=0
navitsu
High input lag, low performance
300 fps and works well on Fallback
Compatibility mode doesn't affect anything

Problem: Fullscreen isn't actual fullscreen, when I alt tab the osu! window content is shown and not black, alt tabbing is instant, so the fullscreen on is actually still windowed.

Since having fullscreen on makes it borderless windowed, I actually get better performance just playing windowed, but still having high input lag

I have 2 GPUs, Intel integrated and an NVIDIA one, osu! is running on the NVIDA one, tested already


GL Version: 4.5.0 NVIDIA 355.82
GL Renderer: GeForce GTX 760M/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
M I L E S
Problem Details: (This is on the latest osu! version this doesn't happen on fallback) The cycle starts when I exit out of osu, what ever skin I am using when I exit the game doesn't get affected by what happens. In the video I started on Doomsday's 2.7 skin, the same one I used last time I played osu (which was on fallback) I play a map and exit the map and everything is fine. Then in the video I switch skins and play the same map again, I play up to nearly the same spot I did while on Doomsday's skin, then I exited the map and my osu! crashed (The same thing happens if I fail the map, and sometimes it just happens randomly). Then when I log back into osu it puts me back on Doomsday's skin again. (This part I didn't record)



Video or screenshot showing the problem: https://youtu.be/h8A-GfHutwE All is on this video.


osu! version: 20151026.3 (latest)
UnluckyBlackCat
Hi guys!

I have a couple problems:
-Stuttering of the game such that the outer circle increases in size like its going back in time. Generally happens quite often.
-Sometimes, mostly in multiplayer, the input of mouse buttons stop working including the keybinds z and x.
-When moving the cursor quickly, it sorta loses some pieces of itself? I think that's the best way to describe it

I'm not sure how to take a screenshot of stutters ^ ^''

So far I have tried reinstalling GPU drivers and Changing the setting on osu! to beta and cutting edge. Nothing changed.
Thanks for any help guys!

SilentMischief
Windows 10
GTX 970
AMD FX8350

osu! version: 20151023beta
bleeding_old_1
my tablet is lagging now and im getting random frame drops every couple of minutes
anember
I have already discussed this in the cutting-edge thread. This time I have more to show than just "it feels worse" though.

GPU: GTX 850M
IGP: Intel HD 4000

The cursor in stable40 lags behind the hardware cursor more than it does in fallback. Obviously it's not just the cursor but the entire graphic output. The best I managed to get was using IGP and fullscreen but then the lag is highly dependent on the framerate.

For the sake of providing some actual evidence I decided to take a video of the screen (not a screen capture, that causes massive performance drops on the IGP)
I enabled the hardware cursor in osu and replaced the usual pointer with a pink circle to make it more visible. The pointer is moved by a script in an elliptical path so it's always moving at the same speed.

So here's a still from the video right after starting a beatmap: http://i.imgur.com/4Drmbmg.jpg
The software drawn cursor seems to be about a single frame worth of movement behind the hardware one. So about 16ms for this monitor.

And another one with some storyboard sprites flying around: http://i.imgur.com/Tt6hFQ5.jpg
The camera didn't quite capture the storyboard because I had 90% dim on to make the cursor more visible. Long high-bpm streams cause a similar performance drop. In this case there's almost a 6 frame difference between the two cursors.

Same beatmap on fallback for comparison: http://i.imgur.com/hJ8o4gE.jpg

Note that this is a laptop IPS screen so there's a fair bit of ghosting going on. I can upload the actual video too if necessary.

Compatibility mode makes the performance and consequently the lag worse.
IGP gl_info.txt
GL Version: 4.3.0 - Build 10.18.15.4256
GL Renderer: Intel(R) HD Graphics 4600
GL Shader Language version: 4.30 - Build 10.18.15.4256
GL Vendor: Intel
GL Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_ARB_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_EXT_shader_integer_mix GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_clear_texture GL_ARB_texture_mirror_clamp_to_edge GL_ARB_debug_output GL_ARB_enhanced_layouts GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location GL_ARB_multi_bind GL_ARB_indirect_parameters
GL Context: Index: 7, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
Jotarome
My performance dropped and the gameplay feels unsmooth.
Tuckie
I also have some terrible frame rate dips and stutters after the update.
pc specs: amd fx 6300, gtx 960, 8gb ram
yes, i am currently using the latest graphics card drivers available.

All areas where framerate/stuttering seems to be an issue:

When choosing a map frames dip to under 40fps
When playing a map random lag spikes occur and stuttering
when opening any of the menus such as options, gigantic lag spikes occur
Ramatara
When i update my osu from Fallback to Stable version it updates fine but when i enter osu its still on fallbal everytime already updated like 5 times and when i select lastest version it just updates again ;_;
Kunieda
So I've been trying out stable mode, minor of lag spikes and accidentally turned on "compatibility mode". It gives me a black screen, music and the system still ongoing. Should I uninstall and install back? (problematic is I had to copy paste all song files ._.)
Smilyt1

Wesley wrote:

I am using the latest Stable release with full screen, 1360*768 resolution.
Specs:
i7-2630QM CPU (2GHz)
Intel(R) HD Grahpics 3000, using this to run osu
NVIDIA GeForce GT 540M
Basically the issue I am having is mainly related to CTB, STD and Mania both seem to run fine.
When I play any map, doesn't matter what sorta map or difficulty, my frames seem to drop quite a lot (making the fruit stay on its place for maybe less than a second, and then continues to move again or the fruit moves back up a few pixels and then continues to play); it happens pretty much every 5 seconds or so, if not less.
I tried using the Compatibilty mode, this doesn't change anything to the frame drops. Although this makes the response time even worse.
On the Stable (fallback) release I have zero problems with the lagspikes or response time.
Screenshot of the FPS meter:

Usually the squares besides the 5.4ms is all the way filled with red squares, both in menu and while playing.
gl_info.txt
GL Version: 3.1.0 - Build 9.17.10.4229
GL Renderer: Intel(R) HD Graphics 3000
GL Shader Language version: 1.40 - Intel Build 9.17.10.4229
GL Vendor: Intel
GL Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex
GL Context: Index: 6, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False

Also I tried running osu on BOTH gpu's, both have the same effect.

Woah same graphics card!
And yeah I'm experiencing similar problems as well.

The game overall runs smooth enough, but huge framerate drops occur during song selection (both navigation and the transition from one song to another).
During gameplays in every modes, there are lag spikes every 3 seconds or so where the frame drops down below 100fps (I play on 240fps).
gl_info.txt
GL Version: 4.5.0 NVIDIA 358.50
GL Renderer: GeForce GT 540M/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False

Switched to cutting edge and got the performance.log.
performance.log
27/10/2015 1:42:44 AM: Slow frame detected: BetweenFrames:7 Update:194 Scheduler:6 Draw:237 SwapBuffer:0 Sleep:0
27/10/2015 1:42:54 AM: Slow frame detected: BetweenFrames:0 Update:463 Scheduler:0 Draw:32 SwapBuffer:0 Sleep:0
27/10/2015 1:45:11 AM: Slow frame detected: BetweenFrames:0 Update:215 Scheduler:0 Draw:5 SwapBuffer:0 Sleep:0
27/10/2015 1:45:53 AM: Slow frame detected: BetweenFrames:0 Update:319 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0


Most of my symptoms are very similar to what Wesley's experiencing.
Asai Rumi
Mini-freezes (0.25-0.5sec) while playing. Happens around every 20-30secs, as if the song is buffering. Song select menu is seriously slow, 20fps at max as many people stated before. I'm using 1360x768 fullscreen with 240fps cap, disabled video and storyboards. Any other fps option is unplayable. Tried windowed mode, still the same. The latency counter says 4ms, jumping to like 200ish when switching songs. I've always had problems with OpenGL.


CPU - AMD FX 4300 x4
GPU - GeForce GTX 780 Ti
RAM - 8GB DDR3
Sata3 HDD

Edit:
OK, so I opened my nvidia control panel and gave osu max performance settings, enabled compatibility mode in the game, and instead of a freeze I'm getting mild fps drop... which is slightly less annoying I guess. Song select works a bit faster too.
Rixia Mao
Problem1:lag spikes
it happens every time that someone in MP surpasses my score (when the flash goes off) even if i hit TAB to hide it. (this happens quite often and 80% of the time it causes a combo break)
the spike typically last until the flash disappears

Problem2: the disconnect icon appears very often while the MP functions normally, this would also cause a lag spike
Happens quite often and only last a very short time period unlike what the "real" disconnection

Compatibility mode does not help, although i have a higher fps on compatibility mode, the input lag is higher for me, meaning that the movement feels rusty
I tried both GPUs, NVIDIA has lower fps but smaller input lag, Intel has higher fps, larger input lag, DOES NOT help with the lag spike
I've always used fullscreen 800*600, my native resolution is 1920*1080. does not help
the input lag feels like that when I used windowed mode, almost as if osu! is running in a 'fake' fullscreen

Please reconsider supporting fallback for tourneys before the elimination of fallback client
Freebones
-While playing, I feel the game is playing behind me constantly, although the frame time is reported at 1 millisecond consistently.
To elaborate, my hits are timed fine, it is my cursor that seems to drag behind during play. Also, while the game reports a frame rate of over 1000 fps I feel the frame rate is actually much lower (adding to the feeling of the game 'lagging' behind). I have tried various limiter settings to no avail.

-Compatibility mode is turned off, it seems to alleviate the problem slightly, this could just be my imagination.

-Nvidia GTX 760

-Fullscreen yes

gl_info
GL Version: OpenGL ES 3.0 (ANGLE 2.1.0.8afe1e1b8397)
GL Renderer: ANGLE (NVIDIA GeForce GTX 760 Direct3D11 vs_5_0 ps_5_0)
GL Shader Language version: OpenGL ES GLSL ES 3.00 (ANGLE 2.1.0.8afe1e1b8397)
GL Vendor: Google Inc.
GL Extensions: GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker GL_EXT_color_buffer_float
GL Context: Index: 187739196, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False

performance.log
10/27/2015 3:23:24 AM: Slow frame detected: BetweenFrames:52 Update:62 Scheduler:5 Draw:88 SwapBuffer:4 Sleep:0
10/27/2015 3:23:47 AM: Slow frame detected: BetweenFrames:0 Update:316 Scheduler:0 Draw:55 SwapBuffer:0 Sleep:0
10/27/2015 3:40:43 AM: Slow frame detected: BetweenFrames:69 Update:66 Scheduler:4 Draw:88 SwapBuffer:4 Sleep:0
10/27/2015 3:40:53 AM: Slow frame detected: BetweenFrames:0 Update:327 Scheduler:0 Draw:58 SwapBuffer:0 Sleep:0
10/27/2015 3:42:45 AM: Slow frame detected: BetweenFrames:65 Update:63 Scheduler:8 Draw:90 SwapBuffer:5 Sleep:0
10/27/2015 4:18:24 AM: Slow frame detected: BetweenFrames:0 Update:300 Scheduler:0 Draw:57 SwapBuffer:0 Sleep:0
10/27/2015 4:21:42 AM: Slow frame detected: BetweenFrames:67 Update:65 Scheduler:8 Draw:95 SwapBuffer:6 Sleep:0
10/27/2015 4:21:47 AM: Slow frame detected: BetweenFrames:0 Update:331 Scheduler:0 Draw:53 SwapBuffer:0 Sleep:0
Asai Rumi
- Moving osu onto SSD drive didn't help at all so it's not read speed issue.
- The lag spikes often overlap with combo bursts (checked on auto mode).

I've been trying to make it work for a while now... here's the result:

I'm not sure if this will work for anyone else but it seems to be working pretty well for me.
Open notepad and type the following:

start "Osu!" /high /dx11 "YOUR OSU!.EXE LOCATION"

Now click File->Save as. At the bottom instead of .txt select All Files. Name it whatever you like and add .bat at the end of the name. Save and double click it. Hope it helps
_anon
CPU - Intel i5 5gen
GPU - Nvidea Geforce 820M
8GB Ram


i have constant lag, my cursor feels sluggish. I also have constant 9ms, it lags me so bad i can't even play, no lag spykes though.
Arzenvald
Minimum you should post:
- What kind of performance problems are you seeing? Low framerate throughout the game? Lag spikes? How often? How long do the spikes last?
20-30 fps, its arises to 30 if i idle / don't do anything.. but it freezes around 2 second in song selection when i pick a different song..
in game? its runs 50 - 60 fps (until the fps disappear), also it has continuously random spikes after fps drop to 50, (in osu!mania)..
but overall it run better in-game than i thought (implying i open many tabs browser & other background app), maybe because it doesn't in full screen at all (read below)

- Is compatibility mode turned on in options? Can you turn it off?
its turned on, i can't turn it off, its likely that my intel atom pc doesn't support openGL

- What GPU are you running on? Do you have two GPUs in your PC? Have you tried both?
Intel GMA 3600, in low-end notebook

- Are you running fullscreen? If not, please try this before posting.
yes, but its unlikely fullscreen, its more like borderless window mode with native resolution... which it feels like it doesn't run in fullscreen...

would be great if i still able to do other stuff in editor & testplay some maps without lag for BN check, else.. i have no idea

my notebook spec :
brand : Acer D270
processor : Intel Atom N2600 1.6 ghz
graphic : Intel GMA 3600
ram 2GB

previously it runs smoothly in 50~200 fps.. and i remember i've posted gl_info.txt & other stuff in CE thread.. .-.

edit : it runs smoothly again after i update to fallback.. T__T
WhiteWolf16
brand : Toshiba QosimoX-70
processor : Intel Core i5-4200 2.5 ghz
graphic : NVIDIA GeForce GTX 770M
ram 8GB

I am experiencing constant stutter making the game unplayable still getting 150+fps but everything feels slugish. Works fine on fall back version.
Looks like its a problem with OpenGL.
codebibi
when i click on latest stable update, my game become glitchy as hell. half of my screen is white and the other is black, i don't know what to do, please help
VeilStar

codebibi wrote:

when i click on latest stable update, my game become glitchy as hell. half of my screen is white and the other is black, i don't know what to do, please help
This thead is about performance issues, please make a different thread for this instead.

Anyway, assuming that you're on Stable, and not Stable(Fallback) you should probably make sure your graphics drivers are installed and up-to-date. See this page for more information. Also, see if enabling compatibiliity mode helps. You can enable this in the config window, which you can bring up by holding shift untill it pops up when opening osu!.

If this happens you're on Stable(Fallback), also make sure your graphics drivers are installed and up-to-date. If they are, hold shift when opening osu! untill a config window pops up, and change the renderer to DirectX in there.
Steffie
I have always had problems with OpenGL on my pc, getting major lagspikes from time to time, so i literally cannot play the non-fallback build.
codebibi
forget about it i solve the problem
annopnod
osu! Hang.
I run and play osu! on VirtualBox
Athrun
The cursor doesn't seem to be keeping with the movement of the mouse, as I try to snap, it jumps into another direction.
Skitzor
Osu crashed my Laptop when I wanted to see a replay from a player (including me) in the Stable40 version. @peppy
codebibi
i'm in stable fallback and direct x, but everytime i click stable latest my game become when i said before
-Mystic
I had no issues in the new stable version,except the fact i can't connect to bancho..and i can't fallback either :( it appears : '' An error has occurred during the last update attempt ''.
-Mystic
Well..i closed antivirus for a while, and i can fallback & login normally.
Falbere
Issue type: input lag/low fps
Game version: Stable (latest) 20151016.7

Laptop Power Saving OFF

Spike lags: None (SSD Hard Drive)

CPU: Intel(R) Core(TM) i7-4710HQ CPU @2.50GHz (Laptop)
RAM: 12.0GB

GPU: Nvidia GeForce GTX 850M (GM107-A Rev.A2) (<---- I've checked the game is running with this GPU here)
GPU Memory: 4096 MB

In-game settings:

Fullscreen 1920x1080 native on 60hz Laptop monitor
Letterboxing (OFF)
Snaking Sliders (ON)
Background Video (ON)
Storyboards (ON)
Combo Bursts (ON)
Hit Lighting (ON)
Shader Effects (ON)
Softening filter (ON)

Now here is the important part:

FPS/Latency with COMPATIBILITY OFF
Avg 118 FPS /8.5ms lag

FPS/Latency with COMPATIBILITY ON
Avg 278 FPS /3.6ms lag

I urge all of you experiencing performance issues to at least try to use compatibility mode and feel the difference yourself, I am getting MORE fps on it than my usual setup even compared to Stable(Fallback).

Sorry for my English, hope my report problem correct is understand.
cyborg2000
they just updated osu! these thevelopers are the best!!!!!!!!!! :)
Siege9
- What kind of performance problems are you seeing? Low framerate throughout the game? Lag spikes? How often? How long do the spikes last?

My cursor does not keep up with my pen and feels really sluggish.

- Is compatibility mode turned on in options? Can you turn it off?

It's off.

- What GPU are you running on? Do you have two GPUs in your PC? Have you tried both?

AMD Radeon HD 6800M

- Are you running fullscreen? If not, please try this before posting.

Yes.

Works fine on fallback however. I just won't be able to have the new stuff.
lexa on osu
Last update make me sad :cry:

I just updated game and it started to crash! I begin game, choose any map and game crashes during playtime... It is awful!
Meseki
All done on the Stable (Latest) release, with Full screen on, on Windows Vista, with an NVIDIA GeForce 7200GS (no integrated option, I believe), using a mouse and keyboard, with my monitor refresh rate set to 60hz.

With Compatibility Mode off, I crash during songs, and it even has a generic Windows crash message when closing to switch to Compatibility Mode. But that's probably because gl_info.txt says I'm using OpenGL 2.1.2 after being in non-Compatibility mode, as my graphics card is old.
I believe I also have the slight rewinding issue on lag with Compatibility Mode off, but I didn't try much, since I believe non-Compatibility Mode is intended for OpenGL 4.0.

In Compatibility Mode, my cursor sometimes doesn't move as far as it should. It may possibly be caused by lag spikes and/or lag in general, as it tends to happen less with videos off than it does with videos on. Lagging on earlier versions did not inhibit my cursor movement.
My in-game FPS while playing a song with a video that I can't play smoothly is around 20-40, on songs with no video/storyboard (or with such turned off) it's around 45-60, and on a song with a video that I can play smoothly, it's around 30-40. I can exceed 60 FPS sometimes outside of active gameplay; the game states that the limiter is 240 FPS the majority of the time (though I've seen it say 60hz a few times for about 1 song).
One time, the game had a generic Windows crash message when I closed it with Compatibility Mode on.

gl_info.txt, after closing in Compatibility mode:
SPOILER
GL Version: OpenGL ES 2.0 (ANGLE 2.1.0.8afe1e1b8397)
GL Renderer: ANGLE (NVIDIA GeForce 7300 SE/7200 GS Direct3D9Ex vs_3_0 ps_3_0)
GL Shader Language version: OpenGL ES GLSL ES 1.00 (ANGLE 2.1.0.8afe1e1b8397)
GL Vendor: Google Inc.
GL Extensions: GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker
GL Context: Index: 9284180, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False
GodusX_old
When i typing in chat or on pauses in maps my mouse lags and typing is SLOW AS HELL. (Somebody can't do multithreading? :D)
GPU: Radeon HD 3600 series
When turned on compatibly options it relaunches and when launching it makes errors with something like "strnlen" in DLL msvcrt.dll
Running fullscreen and in window. Not effective.

gl_info
GL Version:                 3.3.11672 Compatibility Profile Context
GL Renderer: ATI Radeon HD 3600 Series
GL Shader Language version: 3.30
GL Vendor: ATI Technologies Inc.
GL Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_shader_stencil_export GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 2, Color: 32 (8888), Depth: 24, Stencil: 8, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False
DontTouchMyTea
Hi! Uhm I also have a bad problem with my Osu!
Well when I first downloaded it/updated it, it seemed fine. Then I went to play a song so I was playing and noticed some new things like the game play score boards (well done by the way)
About 25 seconds into the map it starts to stutter and then it crashes..So I switched back to beta and it stopped. I'll wait a bit longer until it's fixed but please take your time!

Bye!

UPDATE: Okay I'm a bit more mad now.. I was playing a map and TO mention ON BETA.. I crashed the same way! I tried all updates and none of them are working.. sorry for being such a brat I'm just raging.

SECOND UPDATE: I tried fullscreen again and..tried cutting edge and well first of all...I COULDN'T SEE THE SLIDERS ALL I SEEN WAS BLANK CIRCLES AND WHITE DOTS ;-;
And beta isn't working still. And when I used fallback my cursor is sooo slow...
Pantscanfly
When pen tapping the tap in game lags quite a lot and doesn't let the player tap to the song. Mind you i'm not using the z and x keys i just tap the pen on the tablet. and when i revert to stable the audio is off from the beat.
NoGround

YaLTeR wrote:

I haven't got any issues whatsoever myself (always latest Cutting-Edge), but I wanted to say that this

NoGround wrote:

Solution! I was right, OpenGL is NOT compatible with Nvidia G-Sync.
is incorrect, I've got a G-Sync 144 Hz monitor and everything works fine both with G-Sync and without (however having G-Sync enabled caps the game at 144 FPS, so I disable it for osu!).
Weird, that's what fixed my problem. I was actually capped at 144 before this update, with G-Sync as well, but this update messed that up. I don't know what to say then, as turning of G-Sync fixed the response lag for me with this.
tsuna090807
White Screen.........HELP ME
darkstar738
I am running osu with f.lux also running in the background and receive significant lag spikes a lot if it is a problems but sometimes it runs fine. I stopped f.lux and the lag spikes seem to be better but i am going blind from the brightness T_T. Also it is more likely caused by by my harddrive that needs to be defragmented at a 43% fragmentation according to degraggler because it seems to run fine sometimes. (im sorry Harddrive T_T)

Specs (laptop):
i7-4700MQ 2.40 GHz quad core
8GB Ram
GeForce 750M 2GB
Windows 7 professional

Settings:
frame limit: unlimited
fps counter is off
compatibility mode is off and seems to make it worse and add input delay if turned on.
resolution: 1600x900 (native) borderless, fullscreen runs worse
Snaking sliders is the only thing extra on

gl_info
GL Version: 4.5.0 NVIDIA 358.50
GL Renderer: GeForce GT 750M/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
:
Topic Starter
peppy
You do know you can adjust your monitor brightness using the controls on your monitor, right? Flux is changing the warmth, not the brightness.
Arzenvald

tsuna090807 wrote:

White Screen.........HELP ME
am i late? lets see, close your osu, press & hold your Shift key, then re-open osu..
in the osu configuration window, pick compatibility mode, OR pick stable fallback.. then run your osu again..

i got same white screen if i turn off the compatibility mode (openGL renderer), but i could get stuff working again in fallback & compatibility mode.. o~o cmiiw
SapphireGhost21
The game force closes everytime I play a map. Pls fix
notWHALE
Fallback: lagging all the time, but in fps meter 600-800 (like earlier without lags)
Latest/Cutting edge/Beta: cursor teleportation/ultraslow cursor that i cant control for some seconds(no differences in compatibility mode).
unlimited/vsyns/120 fps - no changes
fullscreen/borderless - no changes
reinstall mouse - no changes
gl_info
GL Version: OpenGL ES 3.0 (ANGLE 2.1.0.8afe1e1b8397)
GL Renderer: ANGLE (NVIDIA GeForce GTX 260 Direct3D11 vs_4_0 ps_4_0)
GL Shader Language version: OpenGL ES GLSL ES 3.00 (ANGLE 2.1.0.8afe1e1b8397)
GL Vendor: Google Inc.
GL Extensions: GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker GL_EXT_color_buffer_float
GL Context: Index: 151878148, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False

perfomance:
28.10.2015 9:32:06: Slow frame detected: BetweenFrames:0 Update:132 Scheduler:0 Draw:104 SwapBuffer:11 Sleep:0
Edit:without compatibility mode even worse - cursor stops every second and then teleports
EDIT2: EVERYTHING FIXED IN LATEST
Edit3: not fixed, but better
edit4: vsync working without lags
EDIT5: freeze every 20-40 secs
06.11.2015 13:51:44: Slow frame detected: BetweenFrames:96 Update:152 Scheduler:6 Draw:90 SwapBuffer:88 Sleep:0
06.11.2015 13:51:48: Slow frame detected: BetweenFrames:0 Update:239 Scheduler:0 Draw:4 SwapBuffer:5 Sleep:0
06.11.2015 13:52:14: Slow frame detected: BetweenFrames:47 Update:102 Scheduler:12 Draw:134 SwapBuffer:0 Sleep:0
06.11.2015 13:52:15: Slow frame detected: BetweenFrames:110 Update:1 Scheduler:235 Draw:0 SwapBuffer:0 Sleep:0
06.11.2015 13:52:19: Slow frame detected: BetweenFrames:0 Update:264 Scheduler:0 Draw:46 SwapBuffer:1 Sleep:0
06.11.2015 13:52:45: Slow frame detected: BetweenFrames:15 Update:223 Scheduler:0 Draw:2 SwapBuffer:0 Sleep:0
06.11.2015 13:52:52: Slow frame detected: BetweenFrames:45 Update:95 Scheduler:9 Draw:83 SwapBuffer:91 Sleep:0
06.11.2015 13:52:56: Slow frame detected: BetweenFrames:0 Update:308 Scheduler:0 Draw:39 SwapBuffer:3 Sleep:0
06.11.2015 13:54:48: Slow frame detected: BetweenFrames:0 Update:0 Scheduler:0 Draw:1 SwapBuffer:197 Sleep:0
06.11.2015 13:55:39: Slow frame detected: BetweenFrames:245 Update:0 Scheduler:2 Draw:2 SwapBuffer:15 Sleep:0
TheBlaiZe
CPU : Amd fx 6100 (hexacore, 3.3GHz)
GPU : 610 GT from the stone age (970 soon tm)
Ram : 8 gigs
Monitor : 1080p 60hz - LG 22m35
osu! res : 1080p borderless
Release : Stable ( Latest )
Overlays : Steam overlay for convenience sake (and fps counter)
Game is not running in compatibility mode.

-
PERFORMANCE REPORT /o/
-

No programs running in backgroud (excluding TS3, skype and AVG)

Game used to play with constant 240 frames but now I've upgraded to the latest version and I'm getting momentary freezes every 10-30 seconds rendering the game virtually unplayable :(. It was the same when I first tried the cutting edge build a few weeks ago (after which I needed to completely reinstall the game because something just snapped and everything was delayed >.> ).

This happens in the menus too, for example, when I click on a song the transition used to be smooth as butter with the fallback version, and now it's laggy as all hell. halp.

EDIT: The problem persist in fullscreen. A bit less noticable but still unplayable.
Steffie

TheBlaiZe wrote:

CPU : Amd fx 6100 (hexacore, 3.3GHz)
GPU : 610 GT from the stone age (970 soon tm)
Ram : 8 gigs
Monitor : 1080p 60hz - LG 22m35
osu! res : 1080p borderless
Release : Stable ( Latest )
Overlays : Steam overlay for convenience sake (and fps counter)
Game is not running in compatibility mode.

-
PERFORMANCE REPORT /o/
-

No programs running in backgroud (excluding TS3, skype and AVG)

Game used to play with constant 240 frames but now I've upgraded to the latest version and I'm getting momentary freezes every 10-30 seconds rendering the game virtually unplayable :(. It was the same when I first tried the cutting edge build a few weeks ago (after which I needed to completely reinstall the game because something just snapped and everything was delayed >.> ).

This happens in the menus too, for example, when I click on a song the transition used to be smooth as butter with the fallback version, and now it's laggy as all hell. halp.

EDIT: The problem persist in fullscreen. A bit less noticable but still unplayable.
This is pretty much my problem too, What my guess is, you used DirectX before?
If so, we have the same problem.
No idea how to fix it or anything either, since DX is no longer supported in game..
Really annoying as i am forced to use fallback where we won't get new content x.x
[ -------- ]
1) F.lux, Shadowplay, or Raptr are all not running.

2a) Desktop is a GTX 980Ti, i7-5960X, 120GB SSD with 1TB HDD (osu! is on the HDD), and 16GB RAM. Running Windows 10 with latest GPU drivers.

2b) Laptop is a Radeon HD 8690M, i5-4300M, 240GB SSD, 16GB RAM. Running Windows 10 with latest GPU drivers.

3a) On my desktop, I am getting a lag spike once every ~2-3 minutes. The length of the lag spike ranges from a quarter of a second to up to 2 seconds. Any spike is enough to make me break combo and fail. All detail settings are disabled expect for snaking sliders. Compatibility mode is OFF, and framerate is set to unlimited. Fullscreen is ON.

3b) On my laptop, there is heavy input delay compared to DirectX when using the AMD GPU. While using the Intel GPU, there are no issues.
When using the AMD GPU, there is a very noticable delay between when I move my hand and when the cursor moves. There are also lag spikes every ~20 seconds that are about half a second long. All detail settings are disabled except for snaking sliders. Compatibility mode OFF, framrate UNLIMITED, fullscreen ON.

gl_info.txt from LAPTOP: http://puu.sh/l1Ww2/780203bdbc.txt
performance.txt from LAPTOP: http://puu.sh/l1X4y/555c52818e.log
SKSakura
Get Lag spikes when I'm connected to Bancho. Not running any softwere beside osu!, Firefox and Steam (yes, I already tried to close them anyway).
My Internet connection is also okay.
Compatibility mode is off.
GPU is GeForce GT 610/PCIe/SSE2
I run fullscreen 1920x1080 (lower res. doesn't change anything, I run 800x600 aswell sometimes)

gl_info.txt
GL Version: 4.5.0 NVIDIA 358.50
GL Renderer: GeForce GT 610/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False

performance.log
27.10.2015 15:46:49: Slow frame detected: BetweenFrames:9 Update:90 Scheduler:4 Draw:120 SwapBuffer:0 Sleep:0
27.10.2015 15:47:44: Slow frame detected: BetweenFrames:0 Update:285 Scheduler:0 Draw:57 SwapBuffer:0 Sleep:0
27.10.2015 15:50:30: Slow frame detected: BetweenFrames:3655 Update:0 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
27.10.2015 16:11:10: Slow frame detected: BetweenFrames:0 Update:260 Scheduler:0 Draw:70 SwapBuffer:0 Sleep:0
27.10.2015 16:11:12: Slow frame detected: BetweenFrames:0 Update:276 Scheduler:0 Draw:70 SwapBuffer:0 Sleep:0
27.10.2015 16:12:10: Slow frame detected: BetweenFrames:0 Update:409 Scheduler:0 Draw:57 SwapBuffer:0 Sleep:0
27.10.2015 16:13:20: Slow frame detected: BetweenFrames:0 Update:429 Scheduler:0 Draw:72 SwapBuffer:0 Sleep:0
27.10.2015 16:14:08: Slow frame detected: BetweenFrames:0 Update:435 Scheduler:0 Draw:45 SwapBuffer:0 Sleep:0
27.10.2015 16:14:09: Slow frame detected: BetweenFrames:0 Update:0 Scheduler:0 Draw:207 SwapBuffer:0 Sleep:0
27.10.2015 16:14:09: Slow frame detected: BetweenFrames:2 Update:271 Scheduler:0 Draw:2 SwapBuffer:0 Sleep:0
27.10.2015 16:14:34: Slow frame detected: BetweenFrames:0 Update:408 Scheduler:0 Draw:84 SwapBuffer:0 Sleep:0
27.10.2015 16:14:40: Slow frame detected: BetweenFrames:0 Update:420 Scheduler:0 Draw:46 SwapBuffer:0 Sleep:0
27.10.2015 16:14:50: Slow frame detected: BetweenFrames:0 Update:399 Scheduler:0 Draw:146 SwapBuffer:0 Sleep:0
27.10.2015 16:15:38: Slow frame detected: BetweenFrames:0 Update:405 Scheduler:0 Draw:41 SwapBuffer:0 Sleep:0
27.10.2015 16:21:53: Slow frame detected: BetweenFrames:0 Update:445 Scheduler:0 Draw:77 SwapBuffer:0 Sleep:0
27.10.2015 16:26:27: Slow frame detected: BetweenFrames:0 Update:205 Scheduler:0 Draw:5 SwapBuffer:0 Sleep:0
27.10.2015 16:26:29: Slow frame detected: BetweenFrames:944 Update:1 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
27.10.2015 16:50:23: Slow frame detected: BetweenFrames:26 Update:84 Scheduler:4 Draw:120 SwapBuffer:1 Sleep:0
27.10.2015 16:50:27: Slow frame detected: BetweenFrames:0 Update:297 Scheduler:0 Draw:31 SwapBuffer:0 Sleep:0
27.10.2015 16:51:03: Slow frame detected: BetweenFrames:0 Update:215 Scheduler:0 Draw:1 SwapBuffer:0 Sleep:0
27.10.2015 16:51:13: Slow frame detected: BetweenFrames:0 Update:243 Scheduler:0 Draw:19 SwapBuffer:0 Sleep:0
27.10.2015 16:51:15: Slow frame detected: BetweenFrames:329 Update:0 Scheduler:0 Draw:0 SwapBuffer:6 Sleep:0
28.10.2015 01:16:29: Slow frame detected: BetweenFrames:43 Update:54 Scheduler:3 Draw:314 SwapBuffer:0 Sleep:0
28.10.2015 01:16:32: Slow frame detected: BetweenFrames:0 Update:8 Scheduler:252 Draw:2 SwapBuffer:0 Sleep:0
28.10.2015 01:16:38: Slow frame detected: BetweenFrames:0 Update:255 Scheduler:0 Draw:26 SwapBuffer:0 Sleep:0
28.10.2015 01:16:47: Slow frame detected: BetweenFrames:0 Update:177 Scheduler:0 Draw:26 SwapBuffer:0 Sleep:0
28.10.2015 01:24:06: Slow frame detected: BetweenFrames:0 Update:0 Scheduler:2163 Draw:0 SwapBuffer:0 Sleep:0
28.10.2015 01:46:29: Slow frame detected: BetweenFrames:0 Update:876 Scheduler:0 Draw:149 SwapBuffer:0 Sleep:0
28.10.2015 01:47:43: Slow frame detected: BetweenFrames:0 Update:187 Scheduler:0 Draw:34 SwapBuffer:0 Sleep:0
28.10.2015 01:50:58: Slow frame detected: BetweenFrames:213 Update:1 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
28.10.2015 03:16:21: Slow frame detected: BetweenFrames:33 Update:150 Scheduler:28 Draw:602 SwapBuffer:0 Sleep:0
28.10.2015 03:16:25: Slow frame detected: BetweenFrames:0 Update:29 Scheduler:330 Draw:2 SwapBuffer:0 Sleep:0
28.10.2015 03:16:33: Slow frame detected: BetweenFrames:0 Update:219 Scheduler:0 Draw:97 SwapBuffer:0 Sleep:0
28.10.2015 03:16:36: Slow frame detected: BetweenFrames:0 Update:379 Scheduler:0 Draw:52 SwapBuffer:0 Sleep:0
28.10.2015 03:19:38: Slow frame detected: BetweenFrames:0 Update:218 Scheduler:0 Draw:30 SwapBuffer:0 Sleep:0
28.10.2015 03:19:40: Slow frame detected: BetweenFrames:0 Update:535 Scheduler:0 Draw:20 SwapBuffer:0 Sleep:0
28.10.2015 03:24:39: Slow frame detected: BetweenFrames:0 Update:520 Scheduler:0 Draw:28 SwapBuffer:0 Sleep:0
28.10.2015 03:34:51: Slow frame detected: BetweenFrames:103 Update:95 Scheduler:0 Draw:1 SwapBuffer:0 Sleep:0
28.10.2015 03:35:22: Slow frame detected: BetweenFrames:1 Update:721 Scheduler:0 Draw:79 SwapBuffer:0 Sleep:0
28.10.2015 03:38:31: Slow frame detected: BetweenFrames:0 Update:649 Scheduler:0 Draw:108 SwapBuffer:0 Sleep:0
28.10.2015 03:38:32: Slow frame detected: BetweenFrames:0 Update:198 Scheduler:0 Draw:6 SwapBuffer:0 Sleep:0
28.10.2015 04:18:43: Slow frame detected: BetweenFrames:0 Update:7 Scheduler:261 Draw:1 SwapBuffer:0 Sleep:0
28.10.2015 04:19:10: Slow frame detected: BetweenFrames:0 Update:256 Scheduler:0 Draw:38 SwapBuffer:0 Sleep:0
28.10.2015 04:23:23: Slow frame detected: BetweenFrames:0 Update:200 Scheduler:0 Draw:51 SwapBuffer:0 Sleep:0
28.10.2015 04:23:51: Slow frame detected: BetweenFrames:0 Update:226 Scheduler:0 Draw:1 SwapBuffer:0 Sleep:0
28.10.2015 04:23:53: Slow frame detected: BetweenFrames:0 Update:452 Scheduler:0 Draw:106 SwapBuffer:0 Sleep:0
28.10.2015 04:24:01: Slow frame detected: BetweenFrames:0 Update:167 Scheduler:0 Draw:32 SwapBuffer:0 Sleep:0
28.10.2015 04:25:41: Slow frame detected: BetweenFrames:0 Update:217 Scheduler:0 Draw:6 SwapBuffer:0 Sleep:0
28.10.2015 04:26:03: Slow frame detected: BetweenFrames:0 Update:766 Scheduler:0 Draw:169 SwapBuffer:0 Sleep:0
28.10.2015 04:26:18: Slow frame detected: BetweenFrames:0 Update:1 Scheduler:277 Draw:1 SwapBuffer:15 Sleep:0
28.10.2015 04:26:37: Slow frame detected: BetweenFrames:1 Update:427 Scheduler:0 Draw:0 Sleep:0
28.10.2015 04:28:59: Slow frame detected: BetweenFrames:0 Update:816 Scheduler:0 Draw:159 SwapBuffer:0 Sleep:0
28.10.2015 04:29:05: Slow frame detected: BetweenFrames:0 Update:429 Scheduler:0 Draw:40 SwapBuffer:0 Sleep:0
28.10.2015 04:43:04: Slow frame detected: BetweenFrames:0 Update:206 Scheduler:0 Draw:14 SwapBuffer:0 Sleep:0
28.10.2015 04:43:12: Slow frame detected: BetweenFrames:0 Update:178 Scheduler:0 Draw:34 SwapBuffer:0 Sleep:0
28.10.2015 04:53:50: Slow frame detected: BetweenFrames:0 Update:228 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
28.10.2015 04:56:18: Slow frame detected: BetweenFrames:0 Update:208 Scheduler:0 Draw:2 SwapBuffer:0 Sleep:0
28.10.2015 05:11:38: Slow frame detected: BetweenFrames:0 Update:248 Scheduler:0 Draw:6 SwapBuffer:0 Sleep:0
28.10.2015 05:13:30: Slow frame detected: BetweenFrames:0 Update:232 Scheduler:0 Draw:4 SwapBuffer:0 Sleep:0
28.10.2015 05:31:34: Slow frame detected: BetweenFrames:0 Update:209 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
28.10.2015 06:02:53: Slow frame detected: BetweenFrames:0 Update:0 Scheduler:209 Draw:3 SwapBuffer:0 Sleep:0
28.10.2015 07:09:33: Slow frame detected: BetweenFrames:0 Update:0 Scheduler:235 Draw:2 SwapBuffer:0 Sleep:0
28.10.2015 07:44:50: Slow frame detected: BetweenFrames:0 Update:650 Scheduler:0 Draw:132 SwapBuffer:0 Sleep:0
28.10.2015 07:44:53: Slow frame detected: BetweenFrames:0 Update:235 Scheduler:0 Draw:44 SwapBuffer:0 Sleep:0
28.10.2015 07:46:32: Slow frame detected: BetweenFrames:0 Update:174 Scheduler:0 Draw:40 SwapBuffer:0 Sleep:0
28.10.2015 07:50:45: Slow frame detected: BetweenFrames:0 Update:226 Scheduler:0 Draw:42 SwapBuffer:0 Sleep:0
28.10.2015 07:52:09: Slow frame detected: BetweenFrames:0 Update:175 Scheduler:0 Draw:45 SwapBuffer:0 Sleep:0
28.10.2015 07:56:27: Slow frame detected: BetweenFrames:0 Update:202 Scheduler:0 Draw:43 SwapBuffer:0 Sleep:2
28.10.2015 07:58:39: Slow frame detected: BetweenFrames:0 Update:177 Scheduler:0 Draw:43 SwapBuffer:0 Sleep:0
28.10.2015 08:01:51: Slow frame detected: BetweenFrames:0 Update:270 Scheduler:0 Draw:17 SwapBuffer:0 Sleep:0
28.10.2015 08:02:01: Slow frame detected: BetweenFrames:0 Update:212 Scheduler:0 Draw:36 SwapBuffer:0 Sleep:0
28.10.2015 08:04:03: Slow frame detected: BetweenFrames:0 Update:175 Scheduler:0 Draw:39 SwapBuffer:0 Sleep:0
28.10.2015 08:04:29: Slow frame detected: BetweenFrames:0 Update:168 Scheduler:0 Draw:45 SwapBuffer:0 Sleep:0
28.10.2015 08:05:11: Slow frame detected: BetweenFrames:0 Update:168 Scheduler:0 Draw:47 SwapBuffer:0 Sleep:0
28.10.2015 08:05:19: Slow frame detected: BetweenFrames:0 Update:193 Scheduler:0 Draw:40 SwapBuffer:0 Sleep:0
28.10.2015 08:06:24: Slow frame detected: BetweenFrames:0 Update:172 Scheduler:0 Draw:46 SwapBuffer:0 Sleep:0
28.10.2015 08:06:28: Slow frame detected: BetweenFrames:0 Update:629 Scheduler:0 Draw:65 SwapBuffer:0 Sleep:0
28.10.2015 08:21:35: Slow frame detected: BetweenFrames:305 Update:0 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
28.10.2015 09:23:56: Slow frame detected: BetweenFrames:22 Update:136 Scheduler:7 Draw:92 SwapBuffer:0 Sleep:0
28.10.2015 09:24:11: Slow frame detected: BetweenFrames:0 Update:218 Scheduler:0 Draw:42 SwapBuffer:0 Sleep:0
28.10.2015 09:26:38: Slow frame detected: BetweenFrames:0 Update:254 Scheduler:0 Draw:2 SwapBuffer:0 Sleep:0
28.10.2015 09:27:06: Slow frame detected: BetweenFrames:452 Update:0 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
28.10.2015 09:28:02: Slow frame detected: BetweenFrames:0 Update:236 Scheduler:0 Draw:2 SwapBuffer:0 Sleep:0
28.10.2015 09:28:15: Slow frame detected: BetweenFrames:0 Update:376 Scheduler:0 Draw:113 SwapBuffer:0 Sleep:0
28.10.2015 09:28:16: Slow frame detected: BetweenFrames:0 Update:413 Scheduler:0 Draw:63 SwapBuffer:0 Sleep:0
28.10.2015 09:29:46: Slow frame detected: BetweenFrames:0 Update:182 Scheduler:0 Draw:102 SwapBuffer:0 Sleep:0
28.10.2015 09:31:51: Slow frame detected: BetweenFrames:0 Update:159 Scheduler:0 Draw:37 SwapBuffer:5 Sleep:1
28.10.2015 09:33:22: Slow frame detected: BetweenFrames:0 Update:226 Scheduler:0 Draw:6 SwapBuffer:0 Sleep:0
28.10.2015 09:33:25: Slow frame detected: BetweenFrames:0 Update:681 Scheduler:0 Draw:38 SwapBuffer:0 Sleep:0
28.10.2015 09:33:50: Slow frame detected: BetweenFrames:0 Update:232 Scheduler:0 Draw:22 SwapBuffer:0 Sleep:0
28.10.2015 09:33:56: Slow frame detected: BetweenFrames:0 Update:206 Scheduler:0 Draw:40 SwapBuffer:0 Sleep:0
28.10.2015 09:36:55: Slow frame detected: BetweenFrames:0 Update:223 Scheduler:0 Draw:37 SwapBuffer:0 Sleep:0
28.10.2015 09:39:37: Slow frame detected: BetweenFrames:0 Update:173 Scheduler:0 Draw:33 SwapBuffer:1 Sleep:0
28.10.2015 09:46:20: Slow frame detected: BetweenFrames:0 Update:743 Scheduler:0 Draw:94 SwapBuffer:0 Sleep:0
28.10.2015 09:46:21: Slow frame detected: BetweenFrames:0 Update:195 Scheduler:0 Draw:6 SwapBuffer:0 Sleep:0
28.10.2015 13:04:49: Slow frame detected: BetweenFrames:25 Update:51 Scheduler:4 Draw:424 SwapBuffer:1 Sleep:0
28.10.2015 13:04:53: Slow frame detected: BetweenFrames:0 Update:10 Scheduler:255 Draw:2 SwapBuffer:0 Sleep:0
28.10.2015 13:05:27: Slow frame detected: BetweenFrames:0 Update:268 Scheduler:0 Draw:50 SwapBuffer:0 Sleep:0
28.10.2015 13:05:43: Slow frame detected: BetweenFrames:0 Update:816 Scheduler:0 Draw:122 SwapBuffer:0 Sleep:0
28.10.2015 13:07:15: Slow frame detected: BetweenFrames:0 Update:173 Scheduler:0 Draw:29 SwapBuffer:0 Sleep:0
28.10.2015 13:07:33: Slow frame detected: BetweenFrames:0 Update:203 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
28.10.2015 13:08:13: Slow frame detected: BetweenFrames:0 Update:396 Scheduler:0 Draw:28 SwapBuffer:0 Sleep:0
28.10.2015 13:09:08: Slow frame detected: BetweenFrames:0 Update:163 Scheduler:0 Draw:41 SwapBuffer:0 Sleep:0
28.10.2015 13:11:07: Slow frame detected: BetweenFrames:0 Update:300 Scheduler:0 Draw:41 SwapBuffer:0 Sleep:0
28.10.2015 13:13:21: Slow frame detected: BetweenFrames:0 Update:240 Scheduler:0 Draw:54 SwapBuffer:5 Sleep:0
28.10.2015 13:13:24: Slow frame detected: BetweenFrames:0 Update:232 Scheduler:0 Draw:8 SwapBuffer:0 Sleep:0
28.10.2015 13:13:25: Slow frame detected: BetweenFrames:0 Update:785 Scheduler:0 Draw:54 SwapBuffer:0 Sleep:0
28.10.2015 13:13:56: Slow frame detected: BetweenFrames:0 Update:432 Scheduler:0 Draw:15 SwapBuffer:0 Sleep:0
29.10.2015 01:11:15: Slow frame detected: BetweenFrames:27 Update:52 Scheduler:25 Draw:197 SwapBuffer:0 Sleep:0
29.10.2015 01:11:21: Slow frame detected: BetweenFrames:0 Update:7 Scheduler:246 Draw:1 SwapBuffer:0 Sleep:0
29.10.2015 01:11:22: Slow frame detected: BetweenFrames:0 Update:782 Scheduler:0 Draw:95 SwapBuffer:0 Sleep:0
29.10.2015 01:11:57: Slow frame detected: BetweenFrames:0 Update:819 Scheduler:0 Draw:127 SwapBuffer:0 Sleep:0
29.10.2015 01:11:59: Slow frame detected: BetweenFrames:0 Update:385 Scheduler:0 Draw:53 SwapBuffer:0 Sleep:0
29.10.2015 01:12:29: Slow frame detected: BetweenFrames:0 Update:208 Scheduler:0 Draw:3 SwapBuffer:0 Sleep:0
29.10.2015 01:12:58: Slow frame detected: BetweenFrames:0 Update:935 Scheduler:1 Draw:107 SwapBuffer:0 Sleep:0
29.10.2015 01:12:59: Slow frame detected: BetweenFrames:0 Update:296 Scheduler:0 Draw:51 SwapBuffer:0 Sleep:0
29.10.2015 01:13:23: Slow frame detected: BetweenFrames:0 Update:163 Scheduler:0 Draw:36 SwapBuffer:0 Sleep:0
29.10.2015 01:16:21: Slow frame detected: BetweenFrames:0 Update:179 Scheduler:0 Draw:39 SwapBuffer:0 Sleep:0
29.10.2015 01:16:24: Slow frame detected: BetweenFrames:113 Update:90 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
29.10.2015 01:16:39: Slow frame detected: BetweenFrames:0 Update:857 Scheduler:1 Draw:103 SwapBuffer:0 Sleep:0
29.10.2015 01:16:40: Slow frame detected: BetweenFrames:0 Update:306 Scheduler:0 Draw:57 SwapBuffer:0 Sleep:0
29.10.2015 01:17:30: Slow frame detected: BetweenFrames:0 Update:213 Scheduler:0 Draw:3 SwapBuffer:0 Sleep:0
29.10.2015 01:18:08: Slow frame detected: BetweenFrames:0 Update:846 Scheduler:0 Draw:99 SwapBuffer:0 Sleep:0
29.10.2015 01:18:09: Slow frame detected: BetweenFrames:0 Update:273 Scheduler:0 Draw:42 SwapBuffer:0 Sleep:0
29.10.2015 01:21:36: Slow frame detected: BetweenFrames:0 Update:219 Scheduler:0 Draw:38 SwapBuffer:0 Sleep:0
29.10.2015 01:23:12: Slow frame detected: BetweenFrames:0 Update:218 Scheduler:0 Draw:29 SwapBuffer:0 Sleep:0
29.10.2015 01:26:22: Slow frame detected: BetweenFrames:0 Update:388 Scheduler:0 Draw:31 SwapBuffer:0 Sleep:0
29.10.2015 01:26:34: Slow frame detected: BetweenFrames:0 Update:447 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
29.10.2015 01:27:27: Slow frame detected: BetweenFrames:113 Update:92 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
29.10.2015 01:27:41: Slow frame detected: BetweenFrames:0 Update:1050 Scheduler:0 Draw:114 SwapBuffer:0 Sleep:0
29.10.2015 01:27:42: Slow frame detected: BetweenFrames:0 Update:267 Scheduler:0 Draw:44 SwapBuffer:0 Sleep:0
29.10.2015 01:28:48: Slow frame detected: BetweenFrames:0 Update:204 Scheduler:0 Draw:3 SwapBuffer:0 Sleep:0
29.10.2015 01:28:50: Slow frame detected: BetweenFrames:0 Update:599 Scheduler:0 Draw:64 SwapBuffer:0 Sleep:0
29.10.2015 01:28:51: Slow frame detected: BetweenFrames:456 Update:0 Scheduler:0 Draw:0 SwapBuffer:6 Sleep:0
29.10.2015 05:03:00: Slow frame detected: BetweenFrames:0 Update:7 Scheduler:221 Draw:2 SwapBuffer:0 Sleep:0
29.10.2015 05:03:24: Slow frame detected: BetweenFrames:0 Update:166 Scheduler:0 Draw:57 SwapBuffer:0 Sleep:0
29.10.2015 05:03:25: Slow frame detected: BetweenFrames:0 Update:6 Scheduler:154 Draw:99 SwapBuffer:0 Sleep:0
29.10.2015 05:03:31: Slow frame detected: BetweenFrames:0 Update:309 Scheduler:0 Draw:51 SwapBuffer:0 Sleep:0
29.10.2015 05:03:33: Slow frame detected: BetweenFrames:0 Update:823 Scheduler:0 Draw:164 SwapBuffer:0 Sleep:0
29.10.2015 05:04:04: Slow frame detected: BetweenFrames:0 Update:209 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
29.10.2015 05:07:31: Slow frame detected: BetweenFrames:0 Update:623 Scheduler:0 Draw:61 SwapBuffer:0 Sleep:0
29.10.2015 05:07:37: Slow frame detected: BetweenFrames:0 Update:2365 Scheduler:0 Draw:17 SwapBuffer:0 Sleep:0
29.10.2015 05:07:38: Slow frame detected: BetweenFrames:0 Update:160 Scheduler:0 Draw:64 SwapBuffer:0 Sleep:0
29.10.2015 07:41:50: Slow frame detected: BetweenFrames:0 Update:6 Scheduler:222 Draw:1 SwapBuffer:0 Sleep:0
29.10.2015 07:41:53: Slow frame detected: BetweenFrames:0 Update:278 Scheduler:0 Draw:35 SwapBuffer:0 Sleep:0
29.10.2015 07:41:54: Slow frame detected: BetweenFrames:0 Update:755 Scheduler:0 Draw:103 SwapBuffer:0 Sleep:0
29.10.2015 07:46:58: Slow frame detected: BetweenFrames:0 Update:392 Scheduler:0 Draw:35 SwapBuffer:0 Sleep:0
29.10.2015 07:47:00: Slow frame detected: BetweenFrames:0 Update:723 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
29.10.2015 07:48:02: Slow frame detected: BetweenFrames:0 Update:170 Scheduler:0 Draw:34 SwapBuffer:0 Sleep:0
29.10.2015 07:48:04: Slow frame detected: BetweenFrames:0 Update:733 Scheduler:0 Draw:111 SwapBuffer:0 Sleep:0
29.10.2015 10:35:42: Slow frame detected: BetweenFrames:0 Update:8 Scheduler:233 Draw:1 SwapBuffer:0 Sleep:0
29.10.2015 10:36:00: Slow frame detected: BetweenFrames:0 Update:248 Scheduler:0 Draw:66 SwapBuffer:0 Sleep:0
29.10.2015 10:39:44: Slow frame detected: BetweenFrames:0 Update:925 Scheduler:0 Draw:153 SwapBuffer:0 Sleep:0
29.10.2015 10:40:11: Slow frame detected: BetweenFrames:0 Update:191 Scheduler:0 Draw:46 SwapBuffer:0 Sleep:0
29.10.2015 10:40:12: Slow frame detected: BetweenFrames:0 Update:196 Scheduler:0 Draw:21 SwapBuffer:0 Sleep:0
29.10.2015 10:40:18: Slow frame detected: BetweenFrames:0 Update:300 Scheduler:0 Draw:32 SwapBuffer:0 Sleep:0
29.10.2015 10:49:14: Slow frame detected: BetweenFrames:0 Update:183 Scheduler:0 Draw:29 SwapBuffer:0 Sleep:0
29.10.2015 10:51:19: Slow frame detected: BetweenFrames:0 Update:228 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
29.10.2015 10:53:28: Slow frame detected: BetweenFrames:0 Update:185 Scheduler:0 Draw:36 SwapBuffer:0 Sleep:0
29.10.2015 10:53:29: Slow frame detected: BetweenFrames:0 Update:746 Scheduler:0 Draw:92 SwapBuffer:0 Sleep:0
29.10.2015 10:56:44: Slow frame detected: BetweenFrames:0 Update:844 Scheduler:0 Draw:97 SwapBuffer:0 Sleep:0
29.10.2015 10:56:45: Slow frame detected: BetweenFrames:0 Update:188 Scheduler:0 Draw:34 SwapBuffer:0 Sleep:0
29.10.2015 10:57:56: Slow frame detected: BetweenFrames:0 Update:260 Scheduler:0 Draw:46 SwapBuffer:0 Sleep:0
29.10.2015 11:27:01: Slow frame detected: BetweenFrames:45 Update:67 Scheduler:4 Draw:111 SwapBuffer:0 Sleep:0
29.10.2015 11:27:04: Slow frame detected: BetweenFrames:0 Update:190 Scheduler:5 Draw:10 SwapBuffer:0 Sleep:0
29.10.2015 11:27:09: Slow frame detected: BetweenFrames:0 Update:739 Scheduler:0 Draw:42 SwapBuffer:0 Sleep:0
29.10.2015 11:27:11: Slow frame detected: BetweenFrames:0 Update:477 Scheduler:0 Draw:58 SwapBuffer:0 Sleep:0
29.10.2015 11:27:20: Slow frame detected: BetweenFrames:0 Update:220 Scheduler:0 Draw:35 SwapBuffer:0 Sleep:0
29.10.2015 11:27:41: Slow frame detected: BetweenFrames:0 Update:674 Scheduler:0 Draw:85 SwapBuffer:0 Sleep:0
29.10.2015 11:27:42: Slow frame detected: BetweenFrames:0 Update:243 Scheduler:0 Draw:39 SwapBuffer:0 Sleep:1
29.10.2015 11:27:53: Slow frame detected: BetweenFrames:0 Update:223 Scheduler:0 Draw:4 SwapBuffer:0 Sleep:0
29.10.2015 11:31:26: Slow frame detected: BetweenFrames:0 Update:0 Scheduler:0 Draw:0 SwapBuffer:200 Sleep:0
29.10.2015 11:31:27: Slow frame detected: BetweenFrames:0 Update:236 Scheduler:0 Draw:40 SwapBuffer:0 Sleep:0
29.10.2015 11:33:56: Slow frame detected: BetweenFrames:0 Update:208 Scheduler:0 Draw:3 SwapBuffer:0 Sleep:0
29.10.2015 11:33:57: Slow frame detected: BetweenFrames:0 Update:224 Scheduler:0 Draw:18 SwapBuffer:0 Sleep:0
29.10.2015 11:34:55: Slow frame detected: BetweenFrames:0 Update:690 Scheduler:0 Draw:70 SwapBuffer:0 Sleep:0
29.10.2015 11:34:57: Slow frame detected: BetweenFrames:0 Update:190 Scheduler:0 Draw:27 SwapBuffer:0 Sleep:0
29.10.2015 11:44:16: Slow frame detected: BetweenFrames:117 Update:113 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
29.10.2015 11:44:46: Slow frame detected: BetweenFrames:43 Update:59 Scheduler:4 Draw:123 SwapBuffer:0 Sleep:0
29.10.2015 11:44:50: Slow frame detected: BetweenFrames:0 Update:7 Scheduler:294 Draw:3 SwapBuffer:0 Sleep:0
29.10.2015 11:44:50: Slow frame detected: BetweenFrames:0 Update:226 Scheduler:0 Draw:96 SwapBuffer:0 Sleep:0
29.10.2015 11:46:56: Slow frame detected: BetweenFrames:0 Update:452 Scheduler:0 Draw:41 SwapBuffer:0 Sleep:0
29.10.2015 11:47:00: Slow frame detected: BetweenFrames:119 Update:85 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
29.10.2015 11:47:14: Slow frame detected: BetweenFrames:0 Update:445 Scheduler:1 Draw:37 SwapBuffer:0 Sleep:0
29.10.2015 11:47:17: Slow frame detected: BetweenFrames:123 Update:94 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
29.10.2015 11:47:29: Slow frame detected: BetweenFrames:0 Update:479 Scheduler:0 Draw:36 SwapBuffer:0 Sleep:0
29.10.2015 11:47:31: Slow frame detected: BetweenFrames:0 Update:298 Scheduler:0 Draw:58 SwapBuffer:0 Sleep:0
29.10.2015 11:54:38: Slow frame detected: BetweenFrames:0 Update:181 Scheduler:0 Draw:38 SwapBuffer:0 Sleep:0
29.10.2015 11:54:43: Slow frame detected: BetweenFrames:0 Update:183 Scheduler:0 Draw:31 SwapBuffer:0 Sleep:0
29.10.2015 11:55:11: Slow frame detected: BetweenFrames:0 Update:189 Scheduler:0 Draw:38 SwapBuffer:0 Sleep:0
29.10.2015 11:55:38: Slow frame detected: BetweenFrames:0 Update:607 Scheduler:0 Draw:71 SwapBuffer:0 Sleep:0
29.10.2015 11:55:39: Slow frame detected: BetweenFrames:0 Update:187 Scheduler:0 Draw:31 SwapBuffer:0 Sleep:0
29.10.2015 11:55:50: Slow frame detected: BetweenFrames:0 Update:265 Scheduler:0 Draw:9 SwapBuffer:0 Sleep:0
29.10.2015 11:55:51: Slow frame detected: BetweenFrames:0 Update:183 Scheduler:0 Draw:41 SwapBuffer:0 Sleep:0
29.10.2015 11:59:05: Slow frame detected: BetweenFrames:0 Update:207 Scheduler:0 Draw:26 SwapBuffer:0 Sleep:0
29.10.2015 12:02:26: Slow frame detected: BetweenFrames:0 Update:225 Scheduler:0 Draw:26 SwapBuffer:0 Sleep:0
29.10.2015 12:02:28: Slow frame detected: BetweenFrames:0 Update:356 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
29.10.2015 12:04:46: Slow frame detected: BetweenFrames:0 Update:0 Scheduler:0 Draw:208 SwapBuffer:0 Sleep:0
29.10.2015 12:06:36: Slow frame detected: BetweenFrames:0 Update:331 Scheduler:0 Draw:28 SwapBuffer:0 Sleep:0
29.10.2015 12:08:35: Slow frame detected: BetweenFrames:0 Update:234 Scheduler:0 Draw:8 SwapBuffer:0 Sleep:0
29.10.2015 12:08:36: Slow frame detected: BetweenFrames:0 Update:347 Scheduler:0 Draw:29 SwapBuffer:0 Sleep:0
29.10.2015 12:10:05: Slow frame detected: BetweenFrames:0 Update:233 Scheduler:0 Draw:45 SwapBuffer:0 Sleep:0
29.10.2015 12:12:39: Slow frame detected: BetweenFrames:0 Update:417 Scheduler:0 Draw:32 SwapBuffer:0 Sleep:0
29.10.2015 12:13:56: Slow frame detected: BetweenFrames:0 Update:238 Scheduler:0 Draw:36 SwapBuffer:0 Sleep:0
29.10.2015 12:15:02: Slow frame detected: BetweenFrames:0 Update:178 Scheduler:0 Draw:39 SwapBuffer:0 Sleep:0
29.10.2015 12:16:34: Slow frame detected: BetweenFrames:0 Update:172 Scheduler:0 Draw:33 SwapBuffer:0 Sleep:0
29.10.2015 12:17:06: Slow frame detected: BetweenFrames:0 Update:172 Scheduler:0 Draw:28 SwapBuffer:0 Sleep:0
29.10.2015 12:19:10: Slow frame detected: BetweenFrames:0 Update:180 Scheduler:0 Draw:33 SwapBuffer:0 Sleep:0
29.10.2015 12:19:28: Slow frame detected: BetweenFrames:0 Update:232 Scheduler:0 Draw:38 SwapBuffer:0 Sleep:0
29.10.2015 12:20:16: Slow frame detected: BetweenFrames:0 Update:175 Scheduler:0 Draw:33 SwapBuffer:0 Sleep:0
29.10.2015 12:20:24: Slow frame detected: BetweenFrames:0 Update:216 Scheduler:0 Draw:0 SwapBuffer:0 Sleep:0
29.10.2015 12:21:13: Slow frame detected: BetweenFrames:0 Update:169 Scheduler:0 Draw:30 SwapBuffer:0 Sleep:0
29.10.2015 12:24:13: Slow frame detected: BetweenFrames:0 Update:181 Scheduler:0 Draw:36 SwapBuffer:0 Sleep:0
29.10.2015 12:29:03: Slow frame detected: BetweenFrames:0 Update:678 Scheduler:0 Draw:24 SwapBuffer:0 Sleep:0
29.10.2015 12:29:59: Slow frame detected: BetweenFrames:0 Update:0 Scheduler:0 Draw:0 SwapBuffer:200 Sleep:0
29.10.2015 12:31:12: Slow frame detected: BetweenFrames:0 Update:192 Scheduler:0 Draw:33 SwapBuffer:0 Sleep:0
29.10.2015 12:33:54: Slow frame detected: BetweenFrames:0 Update:183 Scheduler:0 Draw:34 SwapBuffer:0 Sleep:0
29.10.2015 12:35:02: Slow frame detected: BetweenFrames:0 Update:169 Scheduler:0 Draw:33 SwapBuffer:0 Sleep:0
29.10.2015 12:36:14: Slow frame detected: BetweenFrames:0 Update:0 Scheduler:0 Draw:0 SwapBuffer:199 Sleep:0
29.10.2015 12:41:57: Slow frame detected: BetweenFrames:0 Update:935 Scheduler:0 Draw:27 SwapBuffer:0 Sleep:0
29.10.2015 12:45:21: Slow frame detected: BetweenFrames:0 Update:178 Scheduler:0 Draw:27 SwapBuffer:0 Sleep:0
29.10.2015 12:45:57: Slow frame detected: BetweenFrames:0 Update:184 Scheduler:0 Draw:38 SwapBuffer:0 Sleep:0
29.10.2015 12:48:31: Slow frame detected: BetweenFrames:0 Update:179 Scheduler:0 Draw:31 SwapBuffer:0 Sleep:0
29.10.2015 12:48:35: Slow frame detected: BetweenFrames:0 Update:693 Scheduler:0 Draw:3 SwapBuffer:0 Sleep:0
29.10.2015 12:54:19: Slow frame detected: BetweenFrames:0 Update:241 Scheduler:0 Draw:33 SwapBuffer:0 Sleep:0
29.10.2015 12:54:54: Slow frame detected: BetweenFrames:0 Update:0 Scheduler:0 Draw:0 SwapBuffer:199 Sleep:0
29.10.2015 12:54:56: Slow frame detected: BetweenFrames:0 Update:816 Scheduler:0 Draw:146 SwapBuffer:0 Sleep:0
29.10.2015 13:09:07: Slow frame detected: BetweenFrames:0 Update:269 Scheduler:0 Draw:5 SwapBuffer:0 Sleep:0
29.10.2015 13:10:09: Slow frame detected: BetweenFrames:0 Update:273 Scheduler:0 Draw:8 SwapBuffer:0 Sleep:0
29.10.2015 13:10:28: Slow frame detected: BetweenFrames:0 Update:1076 Scheduler:0 Draw:194 SwapBuffer:0 Sleep:0
29.10.2015 13:11:21: Slow frame detected: BetweenFrames:0 Update:206 Scheduler:0 Draw:44 SwapBuffer:0 Sleep:0
29.10.2015 13:11:32: Slow frame detected: BetweenFrames:137 Update:61 Scheduler:0 Draw:1 SwapBuffer:0 Sleep:0
29.10.2015 13:11:41: Slow frame detected: BetweenFrames:0 Update:218 Scheduler:0 Draw:2 Sleep:0
29.10.2015 13:12:06: Slow frame detected: BetweenFrames:0 Update:209 Scheduler:0 Draw:3 SwapBuffer:6 Sleep:0
29.10.2015 13:12:11: Slow frame detected: BetweenFrames:0 Update:184 Scheduler:0 Draw:23 SwapBuffer:0 Sleep:0
29.10.2015 13:12:14: Slow frame detected: BetweenFrames:0 Update:199 Scheduler:0 Draw:1 SwapBuffer:0 Sleep:19
29.10.2015 13:20:01: Slow frame detected: BetweenFrames:0 Update:200 Scheduler:0 Draw:35 SwapBuffer:0 Sleep:0
29.10.2015 13:20:21: Slow frame detected: BetweenFrames:0 Update:195 Scheduler:0 Draw:8 SwapBuffer:0 Sleep:0
29.10.2015 13:20:22: Slow frame detected: BetweenFrames:0 Update:709 Scheduler:0 Draw:67 SwapBuffer:0 Sleep:0
29.10.2015 13:44:10: Slow frame detected: BetweenFrames:0 Update:275 Scheduler:0 Draw:27 SwapBuffer:0 Sleep:0
29.10.2015 13:45:28: Slow frame detected: BetweenFrames:0 Update:195 Scheduler:0 Draw:30 SwapBuffer:0 Sleep:0
29.10.2015 13:47:04: Slow frame detected: BetweenFrames:0 Update:288 Scheduler:0 Draw:31 SwapBuffer:0 Sleep:0
29.10.2015 13:48:51: Slow frame detected: BetweenFrames:0 Update:216 Scheduler:0 Draw:26 SwapBuffer:0 Sleep:0
29.10.2015 13:48:54: Slow frame detected: BetweenFrames:0 Update:1119 Scheduler:0 Draw:205 SwapBuffer:0 Sleep:0
29.10.2015 13:50:46: Slow frame detected: BetweenFrames:0 Update:231 Scheduler:0 Draw:9 SwapBuffer:0 Sleep:0
29.10.2015 13:55:25: Slow frame detected: BetweenFrames:0 Update:247 Scheduler:0 Draw:28 SwapBuffer:0 Sleep:1
29.10.2015 13:59:31: Slow frame detected: BetweenFrames:0 Update:158 Scheduler:0 Draw:44 SwapBuffer:0 Sleep:0
29.10.2015 13:59:46: Slow frame detected: BetweenFrames:0 Update:301 Scheduler:0 Draw:29 SwapBuffer:0 Sleep:0
29.10.2015 14:00:57: Slow frame detected: BetweenFrames:0 Update:0 Scheduler:0 Draw:0 SwapBuffer:200 Sleep:0
29.10.2015 14:01:20: Slow frame detected: BetweenFrames:0 Update:212 Scheduler:0 Draw:32 SwapBuffer:0 Sleep:0
29.10.2015 14:03:20: Slow frame detected: BetweenFrames:0 Update:214 Scheduler:0 Draw:36 SwapBuffer:0 Sleep:0
29.10.2015 14:03:23: Slow frame detected: BetweenFrames:0 Update:288 Scheduler:0 Draw:8 SwapBuffer:0 Sleep:0
29.10.2015 14:03:24: Slow frame detected: BetweenFrames:0 Update:685 Scheduler:0 Draw:68 SwapBuffer:0 Sleep:0
29.10.2015 14:09:14: Slow frame detected: BetweenFrames:0 Update:322 Scheduler:0 Draw:43 SwapBuffer:0 Sleep:0

Tested CE, Beta and Stable > no difference

Picture showing the exact problem
http://puu.sh/l1XYo/24fcb51581.PNG
Short Lag spike (0.1 / 0.2 sec. maybe(?)), my screen freeze for this time and notes are on a different position after
(CtB example)
MissedSoul

yukarichanxx wrote:

When i update my osu! and i open i always see white scree :angry:
Hola! lo has podido solucionar? yo tengo el mismo problema, y nose que hacer :c.
Espero tu respuesta
Armaggedun
Latest Stable Release

nVidia GeForce GTX 670
Intel Core i7-2600k
Windows 7 Ultimate

I am running Osu at 1920x1080(borderless) resolution.

This build of Osu doesn't have any FPS drops for me, though every time I exit to go back to the song selection screen, Osu stops working. It's not an Osu error message that pops up, it's a regular Windows error message stating,"osu! has stopped working." As far as I know, I have nothing installed that would cause this to occur.

gl_info
GL Version: 4.3.0
GL Renderer: GeForce GTX 670/PCIe/SSE2
GL Shader Language version: 4.30 NVIDIA via Cg compiler
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
TheBlaiZe

Stefive wrote:

This is pretty much my problem too, What my guess is, you used DirectX before?
If so, we have the same problem.
No idea how to fix it or anything either, since DX is no longer supported in game..
Really annoying as i am forced to use fallback where we won't get new content x.x
Yep, I've always used DirectX. I'm probably gonna stick to the fallback version too until this gets sorted out :/
dorytto

lancecabigting wrote:

The game force closes everytime I play a map. Pls fix
The same problem here :/
Smudge
Not running shadowplay, f.lux, or raptr.

On latest stable, with a new install on my primary ssd. (this happens on my usual instance too)

also using fullscreen, without compatibility mode.

Issues I'm seeing:

Input Lag (keyboard, I don't know if my mouse lags too since I'm not a standard player)

Lagspikes while playing, lasting only a second or less

Frames dropping to 100 or so from 2k/600 capped (what I have it at usually but it makes no difference) when changing songs/using f2 (f2 is a bigger drop)

System Specs:

Intel 4670k
16GB Ram
Nvidia GTX650/980 (My 980 is being RMA'd atm but I have the same problems on both) only one is in at a given time, though
Win10 (also had the issue on 7)

strange thing is that it has the same lag (not as bad) on stable (fallback), so idunno

I wrote more about it here: p/4591737/


gl info
GL Version: 4.5.0 NVIDIA 355.98
GL Renderer: GeForce GTX 650/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False

I couldn't get the performance log to show up in my folder.
darkstar738

darkstar738 wrote:

I am running osu with f.lux also running in the background and receive significant lag spikes a lot if it is a problems but sometimes it runs fine. I stopped f.lux and the lag spikes seem to be better but i am going blind from the brightness T_T. Also it is more likely caused by by my harddrive that needs to be defragmented at a 43% fragmentation according to degraggler because it seems to run fine sometimes. (im sorry Harddrive T_T)
Specs (laptop):
i7-4700MQ 2.40 GHz quad core
8GB Ram
GeForce 750M 2GB
Windows 7 professional
Settings:
frame limit: unlimited
fps counter is off
compatibility mode is off and seems to make it worse and add input delay if turned on.
resolution: 1600x900 (native) borderless, fullscreen runs worse
Snaking sliders is the only thing extra on
gl_info
GL Version: 4.5.0 NVIDIA 358.50
GL Renderer: GeForce GT 750M/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
:

After defrag the game is still stuttering some but a lot less, but get worse the more i play and they appear in the menu and the starting screen.
exc
Bad fps and noticeable input lag on anything other than DirectX.

I have gone from stable to the other builds a few times within the last updates to see if anything was fixed and have had no avail.
With DirectX I can run a consistent 1600 fps. With opengl its about 210, unstable, and causes hiccups with varying amounts of cursor lag.

Specs:
Intel Core i7-920 CPU @ 2.7 GHz (4x core)
Video Card: Nvidia GTX 570
RAM: 22 GB
OS: Windows 7 Uitlimate x64
Monitor: BenQxl2420t (120 hz) Have tried fullscreen and borderless windowed and neither fix the problem.

I hope DX isnt going to be unselectable until either OGL gets fixed or optimized. I am apparently not the only one having this issue. But as it is now DirectX works seamlessly.

edit: I will cry if directx gets removed.
Reana
there are tablet input delay without Fallback Ver...
i can't play osu! cause Aim is too slow
it seems to be openGL matter
in Fallback ver, set openGL mod it cause input lag

After play, at result screen turn to black. can't do any thing, when shutdown osu, there are no result with Bancho
i experienced this situation many times Beta and cuttingEdge even did Latest and fallback (RIP my PP)
MrXtotheZ
Osu runs as usual for me, but for some reason whenever I press esc to retry or flat out fail, the game stops working and i need to restart it.
Kettlerr
I'm having cursor latency on both stable versions (fallback and latest). It's still playable apart from fast jumps.

- Fullscreen, windowed, opengl, directx, compatibility mode all tested in different combinations
- Gtx 960 2gb
- Tablet: CTL-480 with 6.3.9w5 driver (the least input lag)
Heorenmaru
Lags in Stable (Latest)

https://youtu.be/QBq5L8o67s4

Intel Core i7
RAM 8Gb
Nvidia GeForce GT 750M (SLI)
Windows 8
Critical

Heorenmaru wrote:

Lags in Stable (Latest)

https://youtu.be/QBq5L8o67s4

Intel Core i7
RAM 8Gb
Nvidia GeForce GT 750M (SLI)
Windows 8
Is your computer a notebook asus ? I have the same spects, I had lag in this version either, I returned to Stable (fallback) and I have 300 fps as always
Tiny Boukensha
monitor 60hz (playing at 1080P)
core I7 4820k @ 4.2ghz
16gb ram corsair vengeance 1600mhz
asus GTX strix 980 OC edition
windows 8.1
the game works fine with the fallback version but as soon as i updated to the latest stable version i get these weird stutterings in OSU!MANIA mode ONLY.
doesn't matter which fps settings i'm playing or the resolution of my screen, the stuttering still continues
the game is not unplayable cuz the stutter is minimal, but it's still there
wonder what's wrong
o2mania_old
pls help. osu! keeps crashing when in osu! mode. whoever, it doesn't crash if I'm using taiko, osu!mania, or catch the beat. all maps are affected by this bug. I kept getting this error since yesterday though. srry, I don't know my specs ;_;
Gendolfas
Problems with sound. It's like echoing, or I can't hear voices properly, or can't hear them at all, or I hear something that have very little in common with what is supposed to be played. Don't know what to do. Before update everything was working ok.
Heorenmaru

CriticalLAS wrote:

Heorenmaru wrote:

Lags in Stable (Latest)

https://youtu.be/QBq5L8o67s4

Intel Core i7
RAM 8Gb
Nvidia GeForce GT 750M (SLI)
Windows 8
Is your computer a notebook asus ? I have the same spects, I had lag in this version either, I returned to Stable (fallback) and I have 300 fps as always
notebook
Lenovo Ideapad Y500
LwL
When playing a map with a Storyboard, severe stuttering starts happening after the first break (if there is one, else it works fine). Not sure if this happens for all or only for some maps, the two I've noticed it on were Skystar's Asymmetry and HW's Deconstruction Star. Can test this if provided more maps with breaks and storyboards. The stuttering seems to go away after some time (only tested this on Asymmetry, at about 3/4 of the map it stopped). This happens while playing, watching replays, and also watching autoplay. Turning off the storyboard immediately fixes this problem, however the stuttering continues if I turn it on again during the same run.

Latest stable release, first happened while on beta release a while ago (I believe around the time when skystar's asymmetry got ranked (2015-09-05), as I remember playing it with storyboard and without any issues).

nVidia GeForce GTX 550 Ti 1 GB VRAM
AMD fx-4170 CPU
Win 7 x64

Am running fullscreen.

Compatibility mode off, turning it on seems to lessen the stuttering, but it's still there. Compatibility mode also creates noticeable input lag while playing.

gl_info.txt

performance log from after turning on compatibility mode, the line at 17:56:09 is the last line from before turning it on.
Addpar2
I was playing making a skin and all of a sudden I have lots of out of sync sound the fps counter went from 3.8ms - 4.4ms to 8.4ms

I've never had compatiblity mode turned on

I have an Intel HD Graphics 4000

I've tried full screen and it has helped a little bit but not enough

https://youtu.be/e1dIbLTqEac Youtube video to show whats going on my pc couldn't handle the recording

gl_info

GL Version: 4.0.0 - Build 10.18.10.4276
GL Renderer: Intel(R) HD Graphics 4000
GL Shader Language version: 4.00 - Build 10.18.10.4276
GL Vendor: Intel
GL Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_buffer GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_vertex_attrib_binding GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_EXT_texture_sRGB_decode GL_KHR_blend_equation_advanced GL_EXT_shader_integer_mix GL_ARB_stencil_texturing
GL Context: Index: 7, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
trianglPixl
Almost exact same setup as Navitsu on page 2.
Low framerate (<95fps in game) and high input delay (sometimes shows 20-25ms on screen).
Used to get >240 FPS in game at all points in time. Switching to Fallback restores performance, but using OpenGL on Fallback is the same experience as Latest
Fullscreen and windowed both have heavy delay (OpenGL has trouble getting true fullscreen on Optimus laptops)
Compatibility mode increases the framerate to ~120 and reduces delay, but still significantly more sluggish than Fallback

On the other hand, I get almost perfect 240fps when running on the integrated Intel GPU. The title screen drops below 240, but that seems OK since it doesn't affect my in-game experience.
I can't test to see if my framerate increases above 240 because setting the framerate limit to Unlimited displays a framerate of 60

Windows 10 laptop with nVidia Optimus (uses integrated GPU for everything but games, which use dedicated GPU), latest updates
Intel i7 4702MQ Quad-core (2.2GHz, turbo up to 3.2 but usually caps out at ~2.8-2.9) with integrated Intel HD 4600 series graphics
nVidia GeForce GTX 760M, a midrange laptop dedicated GPU

gl_info.txt
GL Version:                 4.5.0 NVIDIA 358.50

GL Renderer: GeForce GTX 760M/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
Drowned Crow
i playd with 2500fps no lags or anything and now after the update i have lags ingame cant play anymore
darkstar738
i guess another update of my situation, defrag complete and the more i play the worse the stutter gets. I have no clue what is still causing it; odd thing is that i started to have similar problems before the newest release so I'm guessing it's something on my system. The main menu is even stuttering :(
paragonnov
Intel i7-4720HQ with HT
NVIDIA Geforce GTX960M with GDDR5 4GB
Samsung 8GBx2 RAM 1600MHz
Samsung 830EVO 256GB
Windows 10 Pro K

Input lag on frame unlimit mode.
osu! frame indicator shows 60fps. (shadow play shows 350fps~)

performance.log
2015-11-02 오전 10:06:26: Slow frame detected: BetweenFrames:119 Update:58 Scheduler:14 Draw:87 SwapBuffer:9 Sleep:0
2015-11-02 오전 10:06:30: Slow frame detected: BetweenFrames:0 Update:183 Scheduler:0 Draw:31 SwapBuffer:0 Sleep:0


gl_info
GL Version:                 OpenGL ES 3.0 (ANGLE 2.1.0.8afe1e1b8397)
GL Renderer: ANGLE (NVIDIA GeForce GTX 960M Direct3D11 vs_5_0 ps_5_0)
GL Shader Language version: OpenGL ES GLSL ES 3.00 (ANGLE 2.1.0.8afe1e1b8397)
GL Vendor: Google Inc.
GL Extensions: GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker GL_EXT_color_buffer_float
GL Context: Index: 261422388, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False
tsuna090807

ExUsagi wrote:

tsuna090807 wrote:

White Screen.........HELP ME
am i late? lets see, close your osu, press & hold your Shift key, then re-open osu..
in the osu configuration window, pick compatibility mode, OR pick stable fallback.. then run your osu again..

i got same white screen if i turn off the compatibility mode (openGL renderer), but i could get stuff working again in fallback & compatibility mode.. o~o cmiiw
Thanks
AlBerNik
Every beatmap crashes osu in one of two ways: either osu crashes in some arbitrary part of the map (usually the within the first 10 seconds but sometimes later), or osu will crash instantly when the beatmap is failed.

gl_info.txt: http://www.mediafire.com/view/9d1w2e7z8 ... l_info.txt
onechop
FINAL EDIT: I think i fixed the issue below (thanks to 'RagingCactus') opengl seems like its working correctly for me. vsync though just gives me horrible latency compared to having it forced on by windowed mode.

Re-enabled F.lux and shadowplay, still seems fine


I'm having hardly noticeable input lag, mostly feel it when doing big jumps and streams. Not unplayable but I can feel my cursor jumping without taking my pen off the tablet. I don't think its low framerate, just input lag. It becomes really annoying when I'm playing maps I find hard.

Could it have something to do with touching the tablet with my pen? I have a habit of hitting my pen against the tablet because i can't hover straight, I don't think its me but touching the tablet could be causing input lag because its another input even though I have click disabled so it wont interact with cicrles, i dunno. It certainly feels like it makes it worse. I have 'OS TabletPC support' on, raw input off, sensitivity 1x. Just tried raw input and it seems to be the same, but makes it worse on 'fallback'.

It didn't take me long to switch back to fallback and everything was fine again. Decided to try latest build again and noticing it again. Opengl has always been unplayable but now its actually pretty good.

I tested the game each time after doing these:
Switching from borderless to fullscreen
Toggling compatibility mode
Tried all framerate settings, I play on unlimited normally, always had issues with the others.
Turning off f.lux
Turning off shadowplay

Still noticing it

I'm also noticing screen tearing on unlimited fps which I've never noticed before, especially on spinners when I spin faster. Switched to fallback and the screen tearing is still there. Just switched back to windowed borderless and it's gone.
EDIT: Fullscreen with vsync fixes screen tearing but my input lag goes from <1ms to 17ms. I'm on latest stable but it also does it on fallback (directx) so its not a new problem for me.


i7 3770k
GTX760 4gb
16gb ram
windows 7 64 bit
an old bamboo pen & touch tablet, drivers were updated a few month ago.
60hz 2ms monitor hdmi

gl_info
SPOILER
GL Version: 4.5.0 NVIDIA 358.50
GL Renderer: GeForce GTX 760/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location 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GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding 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GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False

performance log, I don't know wth this is but it seems rather empty after 20mins of playing.
03/11/2015 16:34:27: Slow frame detected: BetweenFrames:0 Update:245 Scheduler:0 Draw:30 SwapBuffer:0 Sleep:0
RagingCactus

Onechop29 wrote:

I'm also noticing screen tearing on unlimited fps which I've never noticed before, especially on spinners when I spin faster. Switched to fallback and the screen tearing is still there. Just switched back to windowed borderless and it's gone.
Just FYI: Running in windowed mode forces vsync because of the Desktop Window Manager. That's why you aren't getting any tearing in windowed mode
onechop

RagingCactus wrote:

Just FYI: Running in windowed mode forces vsync because of the Desktop Window Manager. That's why you aren't getting any tearing in windowed mode
Thanks, well screen tearing is gone in fullscreen with vsync but now my cursor is 10x worse :/ Not in the same way I already have but feels like actual lag now. I'm getting 17ms, before it was below 1ms.

Anyone know how to see framerate on latest build? I see it at first but always 60/60hz even on unlimited fps and I can't see it during gameplay.
RagingCactus
It's always been that way for me, vsync (fullscreen or windowed mode) causes noticeable input lag for me too. It almost feels like the cursor has an element of friction to it. I have my FPS limiter set to 240 which eliminates the input lag and the tearing is not too bad.

This is getting a little off topic, but if I understand you correctly your cursor is getting stuck whenever you touch the tablet and drag the pen. Try disabling this tablet driver setting:
SPOILER

Obviously this is a German installation, just look for the Checkbox and make sure it's not checked. This fixed the problem for me.
onechop
wow, I think that actually worked :D

The screen tearing issue though, 240fps gives me around 4ms so I just went back to windowed borderless unlimited fps which gives me <1ms. I'm guessing that's screen latency though, not input. I have no idea how to test my input latency, it feels good to me.
Linichi
:|
Fuuka
Problem:
- Fps drops/stuttering/spikes. Looks like game hangs for 0.05s or something every 5seconds.
- Compatability option is turned off.
- Osu! is running on my external AMD R9 265x (laptop) stuttering is really bad, on internal INTEL card 5500 is barely notable, but the performance is really bad. In menu I get max 110fps. Though on both cards while in-game (playin a song) I have a dropped frames (indicated by a lot of red squares in the right bottom corner), example - https://osu.ppy.sh/ss/3915357 . Same is on both cards.
- Running in fullscreen.

Extra things:
- gl_info file on INTEL video card - http://pastebin.com/yum1Pmvu
- gl_info file on AMD video card - http://pastebin.com/U1r6w1JZ
- performance file on INTEL video card - http://pastebin.com/wcXMgxGV
- performance file on AMD video card - http://pastebin.com/GgiMh1sL

Update 1:
Tried compatability mode, no stuttering on both cards (no red squares), but it shows a stable 9-11ms latency on everything.
Topic Starter
peppy
Okay we've made a bit of progress for people with dropped frames (stuttering). Please help us out by:

- Switching to cutting-edge.
- Check to see if your performance in-game has improved. We made some serious fixes to slider rendering in particular.
- If you are still getting stutter frames, help us out by attaching the relevant section of your performance.log (in the Logs folder in your osu! folder). If you aren't sure which part is relevant, just give us the whole file.
waynell

peppy wrote:

Okay we've made a bit of progress for people with dropped frames (stuttering). Please help us out by:

- Switching to cutting-edge.
- Check to see if your performance in-game has improved. We made some serious fixes to slider rendering in particular.
- If you are still getting stutter frames, help us out by attaching the relevant section of your performance.log (in the Logs folder in your osu! folder). If you aren't sure which part is relevant, just give us the whole file.
I have a similar problem, only it is complicated (t/382461).
Screenshots: https://imgur.com/a/RUHCJ
Performance.log: http://www.mediafire.com/download/2sz1j ... rmance.log
THE FLAT EARTH

peppy wrote:

Okay we've made a bit of progress for people with dropped frames (stuttering). Please help us out by:

- Switching to cutting-edge.
- Check to see if your performance in-game has improved. We made some serious fixes to slider rendering in particular.
- If you are still getting stutter frames, help us out by attaching the relevant section of your performance.log (in the Logs folder in your osu! folder). If you aren't sure which part is relevant, just give us the whole file.

Yeah getting quite a bit more fps in the new cutting-edge build, micro stutters are still there though for me.

i5 3570K @ 3.40GHz
8gb DDR3 @1600Mhz
GTX 970 running 3 monitors. (BenQ XL2411Z (1920x1080@144Hz), Maestro222Ws (1920x1080@59Hz),T24C300 (1920x1080@60Hz)
osu! on a Samsung 840 Evo 250gb, songs on a Western Digital 1tb 5400 rpm drive.
Windows 10 pro 64bit

Also getting black screens quite often now, that force me to restart osu!.
Happened on my initial launch after clicking play twice, happened now after returning from a song.
Topic Starter
peppy
PLEASE don't spoilerbox 10,000 lines of text. Upload to pastebin or anywhere.
THE FLAT EARTH

peppy wrote:

PLEASE don't spoilerbox 10,000 lines of text. Upload to pastebin or anywhere.
Removed it, here is my entire performance.log with more up-to-date lagspikes.
http://pastebin.com/b5PkdX6B
Fuuka
Played one song on auto mod on the newest cutting edge build, still the same stuttering every 3~seconds. Both ingame and in menu.
Performance file - http://pastebin.com/TXSvVGx0
waynell
RagingCactus
I'm experiencing very short lag spikes during gameplay mutliple times during a song, in no particular intervals as far as I can tell. Framerate is at a constant 240 otherwise (limiter set to 240)

GTX 680 2GB
Compatibility mode off
Fullscreen on

I normally use f.lux. Disabling and exiting f.lux did not affect the problem in any way.

(there is no gl_info.txt in my osu folder. Am I looking at the wrong place?)

performance.log
05.11.2015 19:50:17:
05.11.2015 19:50:17: ---------- Slow Frame Detected at 363.00s in Play ----------
05.11.2015 19:50:17: Statuses: [Active] [Bancho]
05.11.2015 19:50:17:
05.11.2015 19:50:17: Game 363,647
05.11.2015 19:50:17: Mode 2,870
05.11.2015 19:50:17: Audio 681
05.11.2015 19:50:17:
05.11.2015 19:50:17: BetweenFrames 0.16
05.11.2015 19:50:17: Update 0.16
05.11.2015 19:50:17: Scheduler 0.00
05.11.2015 19:50:17: Draw 0.35
05.11.2015 19:50:17: SwapBuffer 28.06
05.11.2015 19:50:17: Sleep 0.00
05.11.2015 19:50:17:
05.11.2015 19:50:17: This Frame 28.77
05.11.2015 19:50:17: Avg. Frame 6.55
05.11.2015 19:50:17: Curr FPS 240
05.11.2015 19:50:17:
05.11.2015 19:50:17: TextureUpload 1
05.11.2015 19:50:17:
05.11.2015 19:50:17: Call stack follows:
05.11.2015 19:50:17:
05.11.2015 19:50:17: - SwapBuffers at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - SwapBuffers at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - SwapBuffers at offset 12 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - #=q_PUZafjpp$mdF3WbFAQuBg== at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - #=qsKE4uJLqWGFKFdqxlS2PVw== at offset 849 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - #=qpkYJHpK0Vdtx0Y0f3a0CrQ== at offset 37 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - #=q1TBXYQfcSj_A56vxhQoYlw== at offset 26 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - #=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g= at offset 105 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle at offset 67 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:17: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34:
05.11.2015 19:50:34: ---------- Slow Frame Detected at 380.00s in Play ----------
05.11.2015 19:50:34: Statuses: [Active] [Playing] [Bancho]
05.11.2015 19:50:34:
05.11.2015 19:50:34: Game 380,445
05.11.2015 19:50:34: Mode 19,668
05.11.2015 19:50:34: Audio 17,477
05.11.2015 19:50:34:
05.11.2015 19:50:34: BetweenFrames 0.00
05.11.2015 19:50:34: Update 0.24
05.11.2015 19:50:34: Scheduler 0.00
05.11.2015 19:50:34: Draw 0.27
05.11.2015 19:50:34: SwapBuffer 30.22
05.11.2015 19:50:34: Sleep 0.00
05.11.2015 19:50:34:
05.11.2015 19:50:34: This Frame 30.78
05.11.2015 19:50:34: Avg. Frame 6.56
05.11.2015 19:50:34: Curr FPS 240
05.11.2015 19:50:34:
05.11.2015 19:50:34: TextureUpload 1
05.11.2015 19:50:34:
05.11.2015 19:50:34: Call stack follows:
05.11.2015 19:50:34:
05.11.2015 19:50:34: - SwapBuffers at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - SwapBuffers at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - SwapBuffers at offset 12 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - #=q_PUZafjpp$mdF3WbFAQuBg== at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - #=qsKE4uJLqWGFKFdqxlS2PVw== at offset 849 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - #=qpkYJHpK0Vdtx0Y0f3a0CrQ== at offset 37 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - #=q1TBXYQfcSj_A56vxhQoYlw== at offset 26 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - #=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g= at offset 105 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle at offset 67 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:34: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56:
05.11.2015 19:50:56: ---------- Slow Frame Detected at 402.00s in Play ----------
05.11.2015 19:50:56: Statuses: [Active] [Bancho]
05.11.2015 19:50:56:
05.11.2015 19:50:56: Game 402,539
05.11.2015 19:50:56: Mode 41,762
05.11.2015 19:50:56: Audio 39,573
05.11.2015 19:50:56:
05.11.2015 19:50:56: BetweenFrames 0.26
05.11.2015 19:50:56: Update 0.19
05.11.2015 19:50:56: Scheduler 0.00
05.11.2015 19:50:56: Draw 0.53
05.11.2015 19:50:56: SwapBuffer 27.42
05.11.2015 19:50:56: Sleep 0.00
05.11.2015 19:50:56:
05.11.2015 19:50:56: This Frame 28.44
05.11.2015 19:50:56: Avg. Frame 6.21
05.11.2015 19:50:56: Curr FPS 240
05.11.2015 19:50:56:
05.11.2015 19:50:56: TextureUpload 1
05.11.2015 19:50:56:
05.11.2015 19:50:56: Call stack follows:
05.11.2015 19:50:56:
05.11.2015 19:50:56: - SwapBuffers at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - SwapBuffers at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - SwapBuffers at offset 12 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - #=q_PUZafjpp$mdF3WbFAQuBg== at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - #=qsKE4uJLqWGFKFdqxlS2PVw== at offset 849 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - #=qpkYJHpK0Vdtx0Y0f3a0CrQ== at offset 37 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - #=q1TBXYQfcSj_A56vxhQoYlw== at offset 26 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - #=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g= at offset 105 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle at offset 67 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:50:56: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:13:
05.11.2015 19:51:13: ---------- Slow Frame Detected at 419.00s in Play ----------
05.11.2015 19:51:13: Statuses: [Active] [Playing] [Bancho]
05.11.2015 19:51:13:
05.11.2015 19:51:13: Game 419,797
05.11.2015 19:51:13: Mode 59,020
05.11.2015 19:51:13: Audio 56,852
05.11.2015 19:51:13:
05.11.2015 19:51:13: BetweenFrames 0.20
05.11.2015 19:51:13: Update 0.16
05.11.2015 19:51:13: Scheduler 9.23
05.11.2015 19:51:13: Draw 0.23
05.11.2015 19:51:13: SwapBuffer 0.03
05.11.2015 19:51:13: Sleep 0.00
05.11.2015 19:51:13:
05.11.2015 19:51:13: This Frame 9.93
05.11.2015 19:51:13: Avg. Frame 4.38
05.11.2015 19:51:13: Curr FPS 240
05.11.2015 19:51:13:
05.11.2015 19:51:13: TextureUpload 1
05.11.2015 19:51:13:
05.11.2015 19:51:13: Call stack was not recorded.
05.11.2015 19:51:14:
05.11.2015 19:51:14: ---------- Slow Frame Detected at 420.00s in Play ----------
05.11.2015 19:51:14: Statuses: [Active] [Playing] [Bancho]
05.11.2015 19:51:14:
05.11.2015 19:51:14: Game 420,679
05.11.2015 19:51:14: Mode 59,901
05.11.2015 19:51:14: Audio 57,713
05.11.2015 19:51:14:
05.11.2015 19:51:14: BetweenFrames 0.69
05.11.2015 19:51:14: Update 0.28
05.11.2015 19:51:14: Scheduler 0.00
05.11.2015 19:51:14: Draw 0.51
05.11.2015 19:51:14: SwapBuffer 26.73
05.11.2015 19:51:14: Sleep 0.00
05.11.2015 19:51:14:
05.11.2015 19:51:14: This Frame 28.26
05.11.2015 19:51:14: Avg. Frame 6.19
05.11.2015 19:51:14: Curr FPS 240
05.11.2015 19:51:14:
05.11.2015 19:51:14: TextureUpload 1
05.11.2015 19:51:14:
05.11.2015 19:51:14: Call stack follows:
05.11.2015 19:51:14:
05.11.2015 19:51:14: - SwapBuffers at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - SwapBuffers at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - SwapBuffers at offset 12 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - #=q_PUZafjpp$mdF3WbFAQuBg== at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - #=qsKE4uJLqWGFKFdqxlS2PVw== at offset 849 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - #=qpkYJHpK0Vdtx0Y0f3a0CrQ== at offset 37 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - #=q1TBXYQfcSj_A56vxhQoYlw== at offset 26 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - #=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g= at offset 105 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle at offset 67 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:14: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36:
05.11.2015 19:51:36: ---------- Slow Frame Detected at 442.00s in Play ----------
05.11.2015 19:51:36: Statuses: [Active] [Playing] [Bancho]
05.11.2015 19:51:36:
05.11.2015 19:51:36: Game 442,866
05.11.2015 19:51:36: Mode 82,088
05.11.2015 19:51:36: Audio 79,901
05.11.2015 19:51:36:
05.11.2015 19:51:36: BetweenFrames 0.17
05.11.2015 19:51:36: Update 0.13
05.11.2015 19:51:36: Scheduler 0.00
05.11.2015 19:51:36: Draw 0.28
05.11.2015 19:51:36: SwapBuffer 27.03
05.11.2015 19:51:36: Sleep 0.00
05.11.2015 19:51:36:
05.11.2015 19:51:36: This Frame 27.64
05.11.2015 19:51:36: Avg. Frame 6.08
05.11.2015 19:51:36: Curr FPS 240
05.11.2015 19:51:36:
05.11.2015 19:51:36: TextureUpload 1
05.11.2015 19:51:36:
05.11.2015 19:51:36: Call stack follows:
05.11.2015 19:51:36:
05.11.2015 19:51:36: - SwapBuffers at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - SwapBuffers at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - SwapBuffers at offset 12 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - #=q_PUZafjpp$mdF3WbFAQuBg== at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - #=qsKE4uJLqWGFKFdqxlS2PVw== at offset 849 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - #=qpkYJHpK0Vdtx0Y0f3a0CrQ== at offset 37 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - #=q1TBXYQfcSj_A56vxhQoYlw== at offset 26 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - #=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g= at offset 105 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle at offset 67 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:36: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55:
05.11.2015 19:51:55: ---------- Slow Frame Detected at 461.00s in Play ----------
05.11.2015 19:51:55: Statuses: [Active] [Playing] [Bancho]
05.11.2015 19:51:55:
05.11.2015 19:51:55: Game 461,678
05.11.2015 19:51:55: Mode 100,900
05.11.2015 19:51:55: Audio 98,713
05.11.2015 19:51:55:
05.11.2015 19:51:55: BetweenFrames 0.15
05.11.2015 19:51:55: Update 0.13
05.11.2015 19:51:55: Scheduler 0.00
05.11.2015 19:51:55: Draw 0.16
05.11.2015 19:51:55: SwapBuffer 26.67
05.11.2015 19:51:55: Sleep 0.00
05.11.2015 19:51:55:
05.11.2015 19:51:55: This Frame 27.14
05.11.2015 19:51:55: Avg. Frame 6.01
05.11.2015 19:51:55: Curr FPS 240
05.11.2015 19:51:55:
05.11.2015 19:51:55: TextureUpload 1
05.11.2015 19:51:55:
05.11.2015 19:51:55: Call stack follows:
05.11.2015 19:51:55:
05.11.2015 19:51:55: - SwapBuffers at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - SwapBuffers at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - SwapBuffers at offset 12 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - #=q_PUZafjpp$mdF3WbFAQuBg== at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - #=qsKE4uJLqWGFKFdqxlS2PVw== at offset 849 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - #=qpkYJHpK0Vdtx0Y0f3a0CrQ== at offset 37 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - #=q1TBXYQfcSj_A56vxhQoYlw== at offset 26 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - #=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g= at offset 105 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle at offset 67 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:51:55: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00:
05.11.2015 19:52:00: ---------- Slow Frame Detected at 466.00s in Play ----------
05.11.2015 19:52:00: Statuses: [Active] [Playing] [Bancho]
05.11.2015 19:52:00:
05.11.2015 19:52:00: Game 466,788
05.11.2015 19:52:00: Mode 106,011
05.11.2015 19:52:00: Audio 103,823
05.11.2015 19:52:00:
05.11.2015 19:52:00: BetweenFrames 0.17
05.11.2015 19:52:00: Update 0.13
05.11.2015 19:52:00: Scheduler 0.00
05.11.2015 19:52:00: Draw 0.28
05.11.2015 19:52:00: SwapBuffer 27.92
05.11.2015 19:52:00: Sleep 0.00
05.11.2015 19:52:00:
05.11.2015 19:52:00: This Frame 28.53
05.11.2015 19:52:00: Avg. Frame 6.22
05.11.2015 19:52:00: Curr FPS 240
05.11.2015 19:52:00:
05.11.2015 19:52:00: TextureUpload 1
05.11.2015 19:52:00:
05.11.2015 19:52:00: Call stack follows:
05.11.2015 19:52:00:
05.11.2015 19:52:00: - SwapBuffers at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - SwapBuffers at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - SwapBuffers at offset 12 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - #=q_PUZafjpp$mdF3WbFAQuBg== at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - #=qsKE4uJLqWGFKFdqxlS2PVw== at offset 849 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - #=qpkYJHpK0Vdtx0Y0f3a0CrQ== at offset 37 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - #=q1TBXYQfcSj_A56vxhQoYlw== at offset 26 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - #=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g= at offset 105 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle at offset 67 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:00: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07:
05.11.2015 19:52:07: ---------- Slow Frame Detected at 473.00s in Play ----------
05.11.2015 19:52:07: Statuses: [Active] [Playing] [Bancho]
05.11.2015 19:52:07:
05.11.2015 19:52:07: Game 473,863
05.11.2015 19:52:07: Mode 113,085
05.11.2015 19:52:07: Audio 110,914
05.11.2015 19:52:07:
05.11.2015 19:52:07: BetweenFrames 0.00
05.11.2015 19:52:07: Update 10.86
05.11.2015 19:52:07: Scheduler 0.00
05.11.2015 19:52:07: Draw 0.26
05.11.2015 19:52:07: SwapBuffer 0.03
05.11.2015 19:52:07: Sleep 0.00
05.11.2015 19:52:07:
05.11.2015 19:52:07: This Frame 11.17
05.11.2015 19:52:07: Avg. Frame 4.45
05.11.2015 19:52:07: Curr FPS 240
05.11.2015 19:52:07:
05.11.2015 19:52:07: TextureUpload 1
05.11.2015 19:52:07:
05.11.2015 19:52:07: Call stack follows:
05.11.2015 19:52:07:
05.11.2015 19:52:07: - #=q1WcMFj9YADfl2oijpyGjaA== at offset 161 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - #=qTR23rTRWNtXXUFtB6lHDHw== at offset 561 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - #=qpkYJHpK0Vdtx0Y0f3a0CrQ== at offset 27 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - #=q1TBXYQfcSj_A56vxhQoYlw== at offset 26 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - #=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g= at offset 105 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle at offset 67 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:07: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09:
05.11.2015 19:52:09: ---------- Slow Frame Detected at 475.00s in Play ----------
05.11.2015 19:52:09: Statuses: [Active] [Playing] [Bancho]
05.11.2015 19:52:09:
05.11.2015 19:52:09: Game 475,651
05.11.2015 19:52:09: Mode 114,874
05.11.2015 19:52:09: Audio 112,682
05.11.2015 19:52:09:
05.11.2015 19:52:09: BetweenFrames 0.22
05.11.2015 19:52:09: Update 0.17
05.11.2015 19:52:09: Scheduler 0.00
05.11.2015 19:52:09: Draw 0.31
05.11.2015 19:52:09: SwapBuffer 31.63
05.11.2015 19:52:09: Sleep 0.00
05.11.2015 19:52:09:
05.11.2015 19:52:09: This Frame 32.38
05.11.2015 19:52:09: Avg. Frame 6.83
05.11.2015 19:52:09: Curr FPS 240
05.11.2015 19:52:09:
05.11.2015 19:52:09: TextureUpload 1
05.11.2015 19:52:09:
05.11.2015 19:52:09: Call stack follows:
05.11.2015 19:52:09:
05.11.2015 19:52:09: - SwapBuffers at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - SwapBuffers at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - SwapBuffers at offset 12 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - #=q_PUZafjpp$mdF3WbFAQuBg== at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - #=qsKE4uJLqWGFKFdqxlS2PVw== at offset 849 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - #=qpkYJHpK0Vdtx0Y0f3a0CrQ== at offset 37 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - #=q1TBXYQfcSj_A56vxhQoYlw== at offset 26 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - #=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g= at offset 105 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle at offset 67 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:09: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19:
05.11.2015 19:52:19: ---------- Slow Frame Detected at 485.00s in Play ----------
05.11.2015 19:52:19: Statuses: [Active] [Playing] [Bancho]
05.11.2015 19:52:19:
05.11.2015 19:52:19: Game 485,772
05.11.2015 19:52:19: Mode 124,995
05.11.2015 19:52:19: Audio 122,807
05.11.2015 19:52:19:
05.11.2015 19:52:19: BetweenFrames 0.00
05.11.2015 19:52:19: Update 0.12
05.11.2015 19:52:19: Scheduler 0.00
05.11.2015 19:52:19: Draw 0.21
05.11.2015 19:52:19: SwapBuffer 27.73
05.11.2015 19:52:19: Sleep 0.00
05.11.2015 19:52:19:
05.11.2015 19:52:19: This Frame 28.09
05.11.2015 19:52:19: Avg. Frame 6.15
05.11.2015 19:52:19: Curr FPS 219
05.11.2015 19:52:19:
05.11.2015 19:52:19: TextureUpload 1
05.11.2015 19:52:19:
05.11.2015 19:52:19: Call stack follows:
05.11.2015 19:52:19:
05.11.2015 19:52:19: - SwapBuffers at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - SwapBuffers at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - SwapBuffers at offset 12 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - #=q_PUZafjpp$mdF3WbFAQuBg== at offset 32 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - #=qsKE4uJLqWGFKFdqxlS2PVw== at offset 849 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - #=qpkYJHpK0Vdtx0Y0f3a0CrQ== at offset 37 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - #=q1TBXYQfcSj_A56vxhQoYlw== at offset 26 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - #=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g= at offset 105 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle at offset 67 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:52:19: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54:
05.11.2015 19:54:54: ---------- Slow Frame Detected at 640.00s in SelectPlay ----------
05.11.2015 19:54:54: Statuses: [Active] [Bancho]
05.11.2015 19:54:54:
05.11.2015 19:54:54: Game 640,441
05.11.2015 19:54:54: Mode 89
05.11.2015 19:54:54: Audio 146,990
05.11.2015 19:54:54:
05.11.2015 19:54:54: BetweenFrames 0.07
05.11.2015 19:54:54: Update 71.13
05.11.2015 19:54:54: Scheduler 0.00
05.11.2015 19:54:54: Draw 17.54
05.11.2015 19:54:54: SwapBuffer 0.04
05.11.2015 19:54:54: Sleep 0.00
05.11.2015 19:54:54:
05.11.2015 19:54:54: This Frame 88.81
05.11.2015 19:54:54: Avg. Frame 29.78
05.11.2015 19:54:54: Curr FPS 240
05.11.2015 19:54:54:
05.11.2015 19:54:54: NativeText 29
05.11.2015 19:54:54: TextureGen 27
05.11.2015 19:54:54: TextureUpload 1
05.11.2015 19:54:54:
05.11.2015 19:54:54: Call stack follows:
05.11.2015 19:54:54:
05.11.2015 19:54:54: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: Draw 3.45
05.11.2015 19:54:54: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54:
05.11.2015 19:54:54: Call stack follows:
05.11.2015 19:54:54:
05.11.2015 19:54:54: - CreateStdAccessibleObject at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - UseStdAccessibleObjects at offset 166 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - UseStdAccessibleObjects at offset 45 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - set_Handle at offset 235 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - .ctor at offset 104 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - CreateAccessibilityInstance at offset 28 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - get_AccessibilityObject at offset 89 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - GetAccessibilityObject at offset 21 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - WmGetObject at offset 73 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - WndProc at offset 1869 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - WndProc at offset 55 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - WndProc at offset 57 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - WndProc at offset 1044 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - OnMessage at offset 19 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - WndProc at offset 53 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - Callback at offset 128 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - GetMessageW at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 543 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:54: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55:
05.11.2015 19:54:55: ---------- Slow Frame Detected at 641.00s in Menu ----------
05.11.2015 19:54:55: Statuses: [Active] [Bancho]
05.11.2015 19:54:55:
05.11.2015 19:54:55: Game 641,264
05.11.2015 19:54:55: Mode 106
05.11.2015 19:54:55: Audio 23,727
05.11.2015 19:54:55:
05.11.2015 19:54:55: BetweenFrames 0.31
05.11.2015 19:54:55: Update 100.58
05.11.2015 19:54:55: Scheduler 0.00
05.11.2015 19:54:55: Draw 5.25
05.11.2015 19:54:55: SwapBuffer 0.03
05.11.2015 19:54:55: Sleep 0.00
05.11.2015 19:54:55:
05.11.2015 19:54:55: This Frame 106.20
05.11.2015 19:54:55: Avg. Frame 45.22
05.11.2015 19:54:55: Curr FPS 149
05.11.2015 19:54:55:
05.11.2015 19:54:55: NativeText 4
05.11.2015 19:54:55: TextureGen 4
05.11.2015 19:54:55: TextureUpload 1
05.11.2015 19:54:55:
05.11.2015 19:54:55: Call stack follows:
05.11.2015 19:54:55:
05.11.2015 19:54:55: - _WaitForPendingFinalizers at offset 0 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=qR0xuuAZD547PbaVtv$G1oA== at offset 57 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=qrV_DJhxvA99RTLoKOhrQQg== at offset 740 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=qJrWiHub70NwjuBZObl49Jw== at offset 7 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=qk$i4V20eYTQozTVixv53qkLkssVnUBBKK34Hqre5eQg= at offset 330 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=qTR23rTRWNtXXUFtB6lHDHw== at offset 434 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=qpkYJHpK0Vdtx0Y0f3a0CrQ== at offset 27 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=q1TBXYQfcSj_A56vxhQoYlw== at offset 26 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g= at offset 105 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle at offset 67 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop at offset 995 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - RunMessageLoopInner at offset 341 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - RunMessageLoop at offset 76 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - Run at offset 49 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 113 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=q2duPe9AdIZmY9_cLc5rY2g== at offset 36 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=qGBAeDmWvMrD_1fT$1GSwAA== at offset 442 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=qvgLAkZ_4NzVpsm9npaOR6Q== at offset 532 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=qyCwqRVxr6mkD_x_zzVcGtw== at offset 1633 in file:line:column <filename unknown>:0:0
05.11.2015 19:54:55: - #=q9qOCCJhSv9w9j3L4Ys78bQ== at offset 6 in file:line:column <filename unknown>:0:0
Cooper
this is another problem with Stable, whenever I switch to it, only like 300 maps import that is about 1/20 of all my maps help please?
[- Nishi -]
I have two issues.

First of all and the most annoying huge delay, its around 20ms in song select and around 10ms during gameplay and little short and kinda rare lag spikes during gameplay and often in song select.

Compatibility mode off
I have 2 GPU NVIDIA GeForce 840M (4GB) and Intel HD Graphics 5500
Processor: Intel Core i7-5500U (4 CPUs)
Fullscreen enabled
Windows 10 lastest

Now.. with Intel GPU delay is smaller (~2ms) and lags are more rare but I would prefer to play with NVIDIA one if possible

performance log: http://pastebin.com/qAjqusUA
screen of delay: http://puu.sh/lcS5x/b2ae9a7f8e.jpg
AngeLNarancia
I have trouble updating, in trying to put on the Stable version '' They install 'file restarts is not updated anything ..
I can do peppy?
Himei
I am having FPS problems when I set the frame limiter to 240, it will give me around 200-230 frames and when i set it to 120, it will give me around 100-110.
I have tried running on beta and cutting edge and it still gives me the same problem. I'm currently using stable(fallback) and it seem to work fine.

Specs (laptop)
i7-3610QM 2.3Ghz
GT 640M
Windows 7 Home Premium

Performance log
https://www.dropbox.com/s/gejqccb9n1j7h ... e.log?dl=0
show more
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