After many years of stagnancy, some changes are finally coming to the way Star Rating and Performance Points are calculated! Read on to find out more.
This effort was led by Xexxar in collaboration with many other community and team members involving themselves via the official osu! development discord server, where amendments were proposed over the last few months. The end goal was to update a core part of osu!'s competitive progression that hasn't seen any significant changes in many years. With the level of high-end gameplay constantly evolving since the difficulty calculation logic was last touched, these updates are a step towards restoring fairness and sanity to the rating and ranking systems.
While the updates we've just made are not designed to fix every issue with the systems as they currently stand, we hope that the changes will allow players to better assess skills that were not factored in properly in previous versions of the algorithm.
Also note that this only affects osu! mode. Other game modes have active tasks in the pipeline and will be applied over the coming months.
Prefer video form? Let Doomsday walk your through the changes in 20 minutes:
Note that all new scores which are set will already be using the up-to-date performance algorithm.
The aim difficulty rating of hit objects now considers the angles formed.
Example beatmaps where this change can be seen:
View on GitHub: #3839
The difficulty of patterns consisting of high-paced hit circles (streams) now increases exponentially from 200 BPM to 330 BPM.
Example beatmap where this change can be seen:
View on GitHub: #3839
The difficulty rating of streams with very high spacing between hit circles has been decreased slightly. These plays are still quite impressive and worth a lot, but not as much as before.
Example beatmaps where this change can be seen:
View on GitHub: #3839
The difficulty rating of long sliders has been increased significantly.
The effect of this change also increases along with the jump distance to the slider increasing and the amount of time between hit objects decreasing.
Example beatmap where this change can be seen:
View on GitHub: #3839
The performance points awarded for low accuracy scores has been decreased for beatmaps with a high speed rating.
Example beatmaps where this change can be seen:
View on GitHub: #74
The performance points awarded due to the flashlight mod has been reduced for short beatmaps and increased for long beatmaps.
Example beatmaps where this change can be seen:
The performance points awarded due to the hidden mod has been increased for beatmaps with high aim and accuracy ratings, and decreased for high approach rate beatmaps with high speed ratings.
Example beatmaps where this change can be seen:
View on GitHub: #72
These are the more minor technical changes that we introduced to fix previous issues and keep things balanced.
We hope that these changes shake up the leaderboard in a way that is both fun and exciting for all players. Stay tuned for more updates in the future and happy clicking!
—osu!team, Xexxar and others
haha
Comments1,461