If anyone is still experiencing texture corruption AFTER this change, then please let us know by posting here. Hopefully texture corruption does not occur anymore.

It works for me.DMephisto wrote: 3fpx
obs(Open Broadcaster Software) cannot catch anything with the latest cuttingedge version.
I've tried stable and beta, obs can catch both.
Hello, sorry if somebody has already reported this since your fix, but I am still experiencing the same issues as [ Rizen ]. Thank you in advance for looking further into the matter again.Tom94 wrote: 4j5f55
If anyone is still experiencing texture corruption AFTER this change, then please let us know by posting here. Hopefully texture corruption does not occur anymore.![]()
The slider texture disappearing in the editor is not tecture corruption but another bug.buraimaster1234 wrote: 303p3b
Hello, sorry if somebody has already reported this since your fix, but I am still experiencing the same issues as [ Rizen ]. Thank you in advance for looking further into the matter again.Tom94 wrote: 4j5f55
If anyone is still experiencing texture corruption AFTER this change, then please let us know by posting here. Hopefully texture corruption does not occur anymore.![]()
![]()
(Slider texture disappears when selected in editor.)
Cutting Edge should run borderless fullscreen in exclusive mode automatically, meaning you have the same responsiveness as real fullscreen. It is known to us that on some devices (for instance some integrated graphics) this does not function properly and we are investigating why this is the case.Shizuyi wrote: 6f5u28
So borderless comes. And what about real fullscreen?
Unfortunately, it still isn't as responsive as the good old fullscreen mode. It's just like the borderless mode before CE45.Tom94 wrote: 4j5f55
Cutting Edge should run borderless fullscreen in exclusive mode automatically, meaning you have the same responsiveness as real fullscreen. It is known to us that on some devices (for instance some integrated graphics) this does not function properly and we are investigating why this is the case.Shizuyi wrote: 6f5u28
So borderless comes. And what about real fullscreen?
OS: Windows 7 SP1 64-bitTom94 wrote: 4j5f55
Could you let me know what hardware you are running on? This is one of the cases I mentioned where for some reason it fails to acquire exclusive fullscreen mode. On my PC for instance I do get tearing and I do get the responsiveness of direct X actual fullscreen.
Edit: So... This seems to ONLY happen when using my tablet to play. When I use my mouse this 'black flash' does NOT happen.Tom94 wrote: 4j5f55
Cutting Edge should run borderless fullscreen in exclusive mode automatically, meaning you have the same responsiveness as real fullscreen. It is known to us that on some devices (for instance some integrated graphics) this does not function properly and we are investigating why this is the case.
here's a screenshot on my end.kana2011th wrote: 94a6u
In Ranking page. I've got dashed line in the performance graph...
And then the issue still exists when it goes public and you did piss all to help fix it. If that's what you want then go for it. Not sure why you were here in the first place!Shizuyi wrote: 6f5u28
Unfortunately, it still isn't as responsive as the good old fullscreen mode. It's just like the borderless mode before CE45.
I suspect that it is because DWM is still active and double buffers the window even though vsync is disabled in game.
(You can easily check for tearing by going in the offset wizard.)
I guess I'll switch back from cutting-edge for the time being. :/
alt-tab issues are due to the game running in exclusive full screen mode use a windowed resolution until we get borderless working again.Haganenno wrote: 573e41
1. FPS drops significantly and the game stutters on some heavy-storyboarded maps when storyboard is enabled.
2. A huge problem I encountered is something general alt tabbing, here's some issues:
* Alt-Tabbing back to the game leaves Windows mouse and/or Windows taskbar for a sec or two (I don't use windows transparency, if that helps)
* Alt-Tabbing out of the game during the pause will make the song go on once the break is over, meanwhile on stable, the game pauses if you are alt tabbed after the break ends.
* Alt-Tabbing between Osu and your main thing, let's say, browser, is super inconvenient. On stable, Alt tabbing two times quick will go from Osu to Browser and back to Osu. Now, it's always another tasks like Skype getting in between.
Thank you for looking into it.
Woah there, I'm really sorry if I sounded rude, but I'm really willing to help ! That's why I'm reporting here.peppy wrote: 6w4l42
And then the issue still exists when it goes public and you did piss all to help fix it. If that's what you want then go for it. Not sure why you were here in the first place!Shizuyi wrote: 6f5u28
Unfortunately, it still isn't as responsive as the good old fullscreen mode. It's just like the borderless mode before CE45.
I suspect that it is because DWM is still active and double buffers the window even though vsync is disabled in game.
(You can easily check for tearing by going in the offset wizard.)
I guess I'll switch back from cutting-edge for the time being. :/
Poor wording. Of course you can power off your monitor, but I meant the Windows settings to automatically stop video output after a certain time you define in this screen:peppy wrote: 6w4l42
It never did and never will. Why would you expect this to be the case?Nabile wrote: 2548t
When the osu! window is active (fullscreen included), it does not prevent the monitor from going to sleep due to inactivity.
Well I've got an extremely weird issue. I could try some things out later to see if anything on my end can work around/fix the issue, but for now at least, here's what happens: I get a very quick flash where my screen turns black when a beatmap goes from a 'break' to 'playing'. At first I tried to record it with Dxtory, but that did NOT record the black flash at all, everything was normal in there (even at 120fps recording and going trough it frame by frame).I have the exact same issue as you. Please tell me if there is any way to fix this.
Okay, so here is something new, but related. I just discovered it, so I figured that I would take a picture.Tom94 wrote: 4j5f55
The slider texture disappearing in the editor is not tecture corruption but another bug.buraimaster1234 wrote: 303p3b
Hello, sorry if somebody has already reported this since your fix, but I am still experiencing the same issues as [ Rizen ]. Thank you in advance for looking further into the matter again.![]()
(Slider texture disappears when selected in editor.)
Thanks for the mention, though.
(Forgot to answer the actual question)peppy wrote: 6w4l42
It never did and never will. Why would you expect this to be the case?Nabile wrote: 2548t
When the osu! window is active (fullscreen included), it does not prevent the monitor from going to sleep due to inactivity.
The same as the person above me when I posted that. No tearing, implying some sort of vsync/buffering is going on, (the non-exclusive fullscreen thing?) no matter what frame limiter is set to, and very small stuttering that makes it really annoying to play mania since the scrolling notes don't scroll smoothly any more.peppy wrote: 6w4l42
which issue?Arras wrote: 33215g
I might have the same issue?
which issue?Shizuyi wrote: 6f5u28
I just tried it and i got the Same issue, sadly...
I realized that I was using Window Capture, which OpenGL games have issue with. I switched to Game Capture and it works fine.Full Tablet wrote: e5e38
It works for me.DMephisto wrote: 3fpx
obs(Open Broadcaster Software) cannot catch anything with the latest cuttingedge version.
I've tried stable and beta, obs can catch both.
Make sure you have the latest version of OBS installed, and check the Game Capture settings (select osu! in the application list, and check "Stretch image to screen" to fix the image not being the right size)
SuwakoMORIYAAA wrote: k4h1v
Problem Details:
When in fullscreen (OpenGL 1366x768), opening the song setup in the editor causes the dialog box to multiply infinitely.
You must exit osu through Task Manager when this happens.
Not confirmed if it could be replicated or if this post is a duplicate.
Video or screenshot showing the problem:
https://youtu.be/Di58E26YTz0
Youtube HTML doesn't work too
osu! version: 20150422.3cuttingedge
This fix did not fix it for me. I switched back to cuttingedge build and onto the "Vsync" option, and now my frame rate is not limited properly. The FPS counter in the corner of the screen is displaying 100-150 fps (my monitor is 60Hz so it should be limiting at 60fps in vsync, which it still correctly does in stable build). It's acting the same way as "Unlimited".BanchoBot wrote: 4i2p38
Issue(s) in this thread have been addressed by the following changes:
The changes will be applied to builds newer than b20150422.2cuttingedge.
- Fix VSync not working correctly and add for non-60 fps monitors. (Tom94)
Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Hmm... Have you updated to the latest cutting edge build? I and others have experienced the same issue in the previous build (minus the PC crashing). However, since the last update, this issue has been resolved for me. I don't know, are others still experiencing this issue?PolkaMocha wrote: 5p2m5i
I've been getting this thing where I will edit a map, but the second I open the Song Setup window, Osu! minimizes and proceeds to spawn infinate song setup windows in the upper left of my screen until it lags out and crashes my PC.
It still happens; I've always used windowedburaimaster1234 wrote: 303p3b
Hmm... Have you updated to the latest cutting edge build? I and others have experienced the same issue in the previous build (minus the PC crashing). However, since the last update, this issue has been resolved for me. I don't know, are others still experiencing this issue?PolkaMocha wrote: 5p2m5i
I've been getting this thing where I will edit a map, but the second I open the Song Setup window, Osu! minimizes and proceeds to spawn infinate song setup windows in the upper left of my screen until it lags out and crashes my PC.
If it still continues, try windowed. That should help you at least for now.
Adding onto my last post (issue under WINE): It seems like it tries to swap the resolution of the two monitors. My large monitor gets set to 1024x768 and they both get put into panning mode with a virtual 1920x1080 resolution.That is, I have a 2048x768 visible area at all times spread across both my monitors, mapped to a virtual 2944x1024 area that can be scrolled with the cursor.Score_Under wrote: 2b574s
- Osu! resizes the monitor it's run on to 1024x768
ThePooN wrote: 284f5z
Chat texture corruption bug still present:
https://img.cartooncraft.fr/3Xxh/70df60
EDIT: Here too https://img.cartooncraft.fr/N891/52a468
A known issue. Not cuttingedge specific though. See t/215455buraimaster1234 wrote: 303p3b
<spectator skip button stuff>
Can confirm this happening randomly on IRC, PMs and channels.Kogarou- wrote: 1b133w
I didnt even play, just opened osu! and said hello to tom
release b20150423cuttingedge
Foolish me. Why don't I use the search function on the website? ...VeilStar wrote: 4fbc
A known issue. Not cuttingedge specific though. See t/215455buraimaster1234 wrote: 303p3b
<spectator skip button stuff>
You should be getting above 300fps with those specs, using only the integrated graphics. Try using only the integrated graphics of the U instead of the Nvidia GPU (GPU's that use optimus seem to have memory bandwidths much lower than their specifications).Arnold0 wrote: 6g3r1c
I don't know what happened to cutting edge build, but now, I can't put it anymore into fullscreen mode, and that makes it not very smooth, and add a very noticeable input lag making cutting edge build not enjoyable. I'll switch to beta as it still can be put to fullscreen, but if someday this comes to stable it'll meens I'll have to stop playing because of this input lag. My FPS are not realy low, they are like 250ish (They were 300ish with DirectX fullscreen before and still are on Beta or Stable) but my cursor act strangely, like it's delayed and that makes the game almost unplayable. Also, when looking auto playing, I had the feeling that framerate was not stable and had some very short lag spikes.
If you have some idea why I'll put my system specs here :
Windows 8.1
16GB of RAM
Intel Core i7 4702MQ
Nvidia GT-750M with optimus
wingman626 wrote: 4v6i1o
well, i would like to report a still on-going issue with the triangles. after a while of running, FPS drops down from greater then 130 to around 30-40 fps.
This issue should be fixed. If it still happens to you it must be a different issue.wingman626 wrote: 4v6i1o
i thevileone mentioned that the performance issue was fixed. but i wonder if certain GPU's still have a compatability issue.
There is no DirectX in the cuttingedge build. ???wingman626 wrote: 4v6i1o
i run unlimited FPS with directx render. i dont run opengl
This is intended, for now at least, as OpenGL doesn't properly fulscreen. The current borderless should act as 'real' fullscreen though. Though if you have input lag while playing it doesn't. Is it like this on both your dedicated and integrated GPU? (Just wondering.)Arnold0 wrote: 6g3r1c
I don't know what happened to cutting edge build, but now, I can't put it anymore into fullscreen mode
Not fixed on b20150423cuttingedge???BanchoBot wrote: 4i2p38
Issue(s) in this thread have been addressed by the following changes:
The changes will be applied to builds newer than b20150421.7cuttingedge.
- Fix configuration/recovery dialog not working correctly. (peppy)
Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Serious question to devs (in general, especially whoever came up with this idea): why ditch DX in favor of oGL? Literally the only advantage is (better?) Linux , but as a dev, I simply do not and more importantly cannot care about LinuxVeilStar wrote: 4fbc
This is intended, for now at least, as OpenGL doesn't properly fulscreen. The current borderless should act as 'real' fullscreen though. Though if you have input lag while playing it doesn't. Is it like this on both your dedicated and integrated GPU? (Just wondering.)Arnold0 wrote: 6g3r1c
I don't know what happened to cutting edge build, but now, I can't put it anymore into fullscreen mode
Will attempt to reproduce and edit post with resultsVeilStar wrote: 4fbc
Not fixed on b20150423cuttingedge???BanchoBot wrote: 4i2p38
Issue(s) in this thread have been addressed by the following changes:
The changes will be applied to builds newer than b20150421.7cuttingedge.
- Fix configuration/recovery dialog not working correctly. (peppy)
Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Offering for Linux isn't worth it if the other platforms suffer from it in any way - be it an API you can no longer use or a dependence you used to have that you had to get rid of because Linux.Microsoft Vista wrote: 3r338
you're not a very good dev then, lol.bigfeh wrote: 44154m
but as a dev, I simply do not and more importantly cannot care about Linux
The performance increase apparently needs some more testing, which is why there'll be DirectX on stable/beta until OpenGL is at least as good as DirectX, I think.peppy wrote: 6w4l42
cross platform , better performance on all PCs (eventually), future proofing.
Thing is, it's really not that DX > oGL or anything, it's all down to the implementationSlasherZX wrote: 244x4d
There's really no problem in trying to all platforms, but I don't see why OpenGL has to be forced just because of Linux if that's really the case. Can't it just be optional to choose between them? It was never really an issue to have it optional before. Granted that the old oGL wasn't that great afaik. But that shouldn't be an issue anymore.
Problem signature:
Problem Event Name: BEX
Application Name: osu!.exe
Application Version: 1.3.3.7
Application Timestamp: 553b0e9f
Fault Module Name: FRAPS32.DLL_unloaded
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 512c56b4
Exception Offset: 6ebf1ea0
Exception Code: c0000005
Exception Data: 00000008
OS Version: 6.2.9200.2.0.0.256.48
Locale ID: 1026
Additional Information 1: 5861
Additional Information 2: 5861822e1919d7c014bbb064c64908b2
Additional Information 3: 1a2a
Additional Information 4: 1a2aa8e38ac8adbb6fe1e594fa623c2e
AccessViolationException was unhandled
Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at OpenTK.Platform.Windows.Functions.SwapBuffers(IntPtr dc)
at OpenTK.Platform.Windows.WinGLContext.SwapBuffers()
at OpenTK.Graphics.GraphicsContext.SwapBuffers()
at #=qbB7axmsGD7MH$aJBFS3n8JG4D9DlyIG06gwgJKwyDD4=.#=qkXqXhXENNvvfPd1T9tLrag==()
at #=qffGv4fU91cYDyp9U3snhScIUOLqwqQZGKTdNsBBicq8=.#=q5v9K6Le1msGN66yEkFXlMQ==()
at #=qRio7xz2EyaOv$tv8xycHRQ==.#=qYeAGnBBoR4SbQiVMVswTbQ==()
at #=q9i439BqLzLKVKnJWszjqVeIqTEJERKE_D6RYM88W0=.#=q2J2aLctHuwy1K$L4fyhtUw==()
at #=q9i439BqLzLKVKnJWszjqVeIqTEJERKE_D6RYM88W0=.#=qHLWmOlq7xOMcGLlqNlwBew==(Object #=qiyZmoRVGhKzgH0TBgkDXZw==, EventArgs #=qezg1IIKwEwhQ4Kd$2$r_HQ==)
at #=qmK9RxUim$sdP_RZw1Um7ruiyzn6RJ1Cywz1Rv49hM9rZAaF8PNIWT_sG59$RXrxX.#=q28sc8wtGs7pTNVIkw_r3YQ==()
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qoN1A0JrL_vdQxOlp02VvZnJc8q0BSSca8tVw5jJGiF4=(Object #=qwRw184ZDZcffZDfa4Uzg==, EventArgs #=qVPH1f6gYyiqJYIBFqHqLXA==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=quzhJfQ7kbuHKezO_p3t0Vw==()
at #=q9i439BqLzLKVKnJWszjqVeIqTEJERKE_D6RYM88W0=.#=qUFoJaFQjr_S_3$QnVdeElQ==()
at #=q0p0_Jg37EJkfrlCoaRR_Ag==.#=qK3Bh1CcHdQphYICgJ2_g5g==(String #=qdQ6HUQQyDQ4pjmuURU_NvQ==, Boolean #=qjNcbvVFUbtv76ujk8LKN61LUpu_6hEjF5XKAm$TwEHM=, Boolean #=q9bhcfmjGZX$q3gQSVv1thTXz$zGLM_yS004gQq_HiPQ=)
at #=q0p0_Jg37EJkfrlCoaRR_Ag==.#=qS4rjc92thvVPIfv0b5hXxA==(String[] #=qH2WHpn$pHPGXCG$kCSUJLA==)
at #=q0p0_Jg37EJkfrlCoaRR_Ag==.#=qIB5g5Rvia_ifvdZwsYhtgQ==()
at #=q0CJ2dn4ZxmI7z4X4R$mBgRAsjUWN7CodF1H3wg7KwJQ=.#=qNSiWRbt1hQ9OyomqCG2ujw==()