There are three types of accuracy:-

- per beatmap's accuracy,
- one's overall accuracy, and
- Performance Points (pp)'s accuracy.

In simple terms,

- the beatmap's accuracy is dependent on Hit-scores gained,
- overall accuracy is dependent on each submitted top score's accuracy
- note that the accuracy will the weighted in some way so better scores influence overall accuracy more than worse scores, and

- pp's accuracy is dependent on submitted online score's accuracy which is eligible for pp gain.

In osu!standard, accuracy is calculated by weighting the judgement gained on each note by its value and dividing by the maximum possible amount.

In other words: `Accuracy = Total points of hits / (Total number of hits * 300)`

Term | Formula |
---|---|

Total points of hits |
`Number of 50s * 50 + Number of 100s * 100 + Number of 300s * 300` |

Total number of hits |
`Number of misses + Number of 50's + Number of 100's + Number of 300's` |

For reference:

- 300 = 6/6(100%),
- 100 = 2/6(33.33%),
- 50 = 1/6(16.66%),
- Miss = 0/6(0%).

In osu!taiko mode, the song accuracy is calculated by sum of all note accuracy divided by number of notes. A GREAT (良) counts as 100%, a GOOD (可) as 50% (half) and a MISS/BAD (不可) as 0% (which breaks the combo). Drumrolls and spinners do not influence the accuracy.

In other words: `Accuracy = Total points of hits / (Total number of hits * 300)`

Term | Formula |
---|---|

Total points of hits |
`((Number of Miss * 0) + (Number of 100(GOOD) * 0.5) + (Number of 300(GREAT) * 1)) * 300` |

Total number of hits |
`Number of Miss + Number of 100 + Number of 300` |

In osu!catch, the song accuracy is calculated as the number of non-spinner objects collected divided by the total number of non-spinner objects; fruits, large drops and small drops (droplets) all have the same value.

In other words: `Accuracy = Total numbers of fruits caught / Total number of fruits`

Term | Formula |
---|---|

Total numbers of fruits caught |
`Number of droplets + Number of drops + Number of fruits` |

Total numbers of fruits |
`Number of misses + Number of miss droplets + Number of droplets + Number of drops + Number of fruits` |

"Bananas" (spinner's fruits) do not count.

Note that if using the API to calculate the accuracy, number of droplets is under **count50** and number of miss droplets is under **countkatu**.

In osu!mania, accuracy is calculated similarly to osu!standard.

In other words: `Accuracy = Total points of hits / (Total number of hits * 300)`

Term | Formula |
---|---|

Total points of hits |
`(Number of 50s * 50 + Number of 100s * 100 + Number of 200s * 200 + Number of 300s * 300 + Number of rainbow 300s * 300)` |

Total number of hits |
`(Number of misses + Number of 50s + Number of 100s + Number of 200s + Number of 300s + Number of rainbow 300s)` |

Note that MAX (or rainbow 300) and 300 are both worth the maximum for calculating accuracy, despite a MAX being worth more in terms of score than a 300.

Ranking shows the grade, an overview of the hits, as well as the actual accuracy percentage of the player.

For more details, see Score.

A graph of the performance over the course of a play.

Additional information is shown when hovering the in-game cursor over it:

*Performance Graph*

Term | Meaning |
---|---|

Error | These two values represent how far off the early hits are on average, and how far off the late hits are on average. The higher the OD value of the beatmap played, the lower these will have to be to do well. |

Unstable Rate | The value represents how consistently the timing of the hits, with lower numbers being better (top players often score below 100). Note that the value measures consistency, and not accuracy, so consistently in hitting 15ms early is the same as consistently in hitting on time. The formula is essentially the standard deviation of the hit errors (in milliseconds) multiplied by 10. |

*Spin is only for osu!standard*

Term | Meaning |
---|---|

Speed | Average spinning speed on all the spinner(s) in the beatmap. Max is the highest rpm(rounds per minute) achieved in one of the beatmap's spinner(s). |

Unstable Rate | Values based on average against Max deviation, the lower the better. Formula is unknown. |

**Notes:-**

- The above four values are not saved and will disappear after closing
*osu!*. To see them again, watch an exported replay. - Due to the way the Double Time (DT) and Half Time (HT) mods are implemented, the error and unstable rate values will be multiplied by the same factor as the song. To get the true values when playing DT, divide the results by 1.5. Similarly, multiply the results by 1.33 when playing HT.