p/4123739TheVileOne wrote: 4cy22
My resolution displayed seems to not be saving. I had it on 800 x 600 and then changed it to 1024 x 768 to test some behaviour. I go back to options and it is back to showing 800 x 600.
p/4123739TheVileOne wrote: 4cy22
My resolution displayed seems to not be saving. I had it on 800 x 600 and then changed it to 1024 x 768 to test some behaviour. I go back to options and it is back to showing 800 x 600.
peppy wrote: 6w4l42
please update to the latest build and check for an error.txt in your skin folder after attempting to load it.
None of my skins work either in the latest cutting edge as of posting this (osu!cuttingedge b20150509). I tried about 10 different skins and i got the same error message ''Error while loading current skin's configuration file (skin.ini). Please check and correct any errors''. I did as peppy instructed and checked my skin folder after getting the error message, here is the code found in the error.txt:Shizuku- wrote: 6j4vc
Here goes:
System.MissingMethodException: Method not found: 'Int32 System.Environment.get_CurrentManagedThreadId()'.
at #=qSE2myK38WFeUnS$I_ErmW1GSvY6S5dPQazK9A6jnVmkdpDZv2ypDuz_x7l2gXupT.#=qFgRk_vYkSlqfuPwFbLyO8SJY1BwKpOi7h_vFN9A2ers=..ctor(Int32 #=qNHTfHZo$Nmx$TazbGr9M9g==)
at #=qoVb1NirFIJvP_q0SCJvDHZxdthrNzpPG58EUSvq$HfI=.#=qZEfZFV69xxUVDwJk9q6NkQ==[T]()
at #=qS6_4R5k6pyioZEIEUBCrLeRk9NEQmt9cyj8Bh4V9qw8=.#=qunxcNqQq4qw01cZ0WKXWDA==()
at #=qoVb1NirFIJvP_q0SCJvDHZxdthrNzpPG58EUSvq$HfI=.#=q0AJdn6R1euYTDTUw3Ck98w==(String #=qszTF18FWf8i6AOUSHeXh1g==)
at #=qMIpsXBuH0t9rbeNBcCB77DuZHumrogCBIzxKX$tKhuLKBiHXV0GZ1TYfSJEQOrab.#=qpGdbZ0k1O7jLPIO4j1ujLA==(String #=qK6K$plNan4$vOBY35UxNoA==)
System.MissingMethodException: Method not found: 'Int32 System.Environment.get_CurrentManagedThreadId()'.
at #=qSJyZ$DVSxUDjN642mYm8ElS3UfhCi3yCMD4aXk6srkZVWclBFSJN_LMwy1Ese4TB.#=quIArIigiAtpuugrqBofzeYPzbncbM0EPkbuAucT7Kpc=..ctor(Int32 #=qWhS9fyrLr6sVi1MOXCYQxg==)
at #=qKDi7EJTeEVOF8qmoQ4hTxuG$2cJXkdDE4S_eVYpZwcU=.#=qDWYqZNO2eVMtXbXjauCT_g==[T]()
at #=qVkIbIcuRid79pvE0n85_sHZP_dVI8dXMGjCnmUfjs1c=.#=qEVx2E1mktDqxH2M$5$m_4g==()
at #=qKDi7EJTeEVOF8qmoQ4hTxuG$2cJXkdDE4S_eVYpZwcU=.#=qOgrn7YAnncUmJGnD9oQ4og==(String #=qEtHovLZr$u1VUYCKehIW9A==)
at #=qapxkTdytZxlReBTLTzmZ7SEkmQ7LrSFXJl07MtwySjuMcU8MfZTkh3M$mWjI2cTv.#=qZ9CTuY5ZfwPElep6nESQAQ==(String #=q$IsWZCElPAXpdZopQUTOag==)
Correct me if I'm wrong (with more details about the issue,) but this isn't cutting-edge specific?Default wrote: 693111
The game crashed after trying to play a map I had just saved, it just kept loading forever and I wasn't able to close it.
I forgot to say that I tried making a new diff with no inherited timing points and it still happened until I closed the game (not just the editor but the game itself).VeilStar wrote: 4fbc
This usually happens if you have an inherited (green) timing point before an uninherited (red) one. So check for that?
Can confirm happening sometimes as of earlier versions. Could not reproduce as of 20150510.ceStormi3 wrote: 4o2w1z
Retrying map with quick retry second time causes crash.
This doesn't actually have to be the editor. Leaving the main screen to anywhere else will have osu! 'forget' that the update was ed.VeilStar wrote: 4fbc
Issue 2:
- When in the cuttingedge build, if you select a different release stream and wait for it to finish ing the 'click to restart' button will appear. If you then go into the editor and back to the main menu, this button will be gone and osu! will re- the files again. This does not happen on the Stable build.
Neil Watts wrote: 225c4e
Same slider issues here with red points, version 20150512.2cuttingedge, in the editor and when playing.
Same result with the default skin.
AMD Radeon HD 7600M Series, res.1920x1080px, borderless osu! window. (Windows 7)
So it is not a problem with my graphics card after all, because it is working as intended last update.Default wrote: 693111
Pointy sliders look weird after the lastest update even while playing, they aren't working fine anymore x)![]()
I turned it off and I still can't change the resolution to a desired value, but the alt-tab behavior is different. This time I can see the windows I highlight but osu! will stay in the background (so basically I can't alt-tab to the desktop)Tom94 wrote: 4j5f55
Is the "Confine mouse to full screen" option enabled or disabled for you?
Does the latest change resolve any of your issues?A Mystery wrote: 3m324x
Hello, we (well, tom) fixed the issues with full screen but there are some very small things left I noticed. Sometimes when I open a link in osu!, osu! will alt -tab in the osu! resolution to the desktop (or browser when it already loaded), then go back to osu and then it will alt-tab normally.
EDIT: sometimes it will stay alt-tabbed in the wrong reso
Also when I close an application (like browser) my resolution changes to the resolution of osu! for a sec, then going into osu! and then alt-tabbing back to the desktop with normal resolution. This things occur rarely
Except for that everything is working fine (and even better than before)
EDIT: also when opening an application sometimes it will randomly change the reso and then going back to the native one
Just did a quick Google search and it is indeed fixable, by using the WinAPI function SetThreadExecutionState (although this solution isn't cross-platform, sadly).TheVileOne wrote: 4cy22
osu! does not ignore sleep states. (Uncertain if this is fixable.)
Current, known issues. 4b2kq
Informations sur l'exception : System.AccessViolationExceptionThis is the stack trace from crashes related to video backgrounds (hoping it is okay to post about video backgrounds, as it was previously discussed but no stack trace was provided. By the way, YouTube finally got around to convert this impressive 4 MB demonstration video ... and lost 30 FPS along the way. God damn.).
Pile :
à dje_qT4JAE64656U6F7528URAXMA26UYKDPWAABJCS9TLJUAJNSSKSQVDASD9DPCSB332DLAZXSCC7TQTS_ejd.#=qTthyAwhbVYKQRhI8YC3k2CuNM_CZCcRsO723n3ynWkE=(IntPtr, IntPtr, Int32 ByRef, IntPtr, Int32)
à #=qm1o9DdUVXTCoKeydpsuP2CEiKyvPbQ_mY3$xbPKKKsBABPA7I2t74RGwjaeP1Vsv.#=qV8ht6i3lzuUmDWnneIBInw==()
à System.Threading.ThreadHelper.ThreadStart_Context(System.Object)
à System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
à System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
à System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
à System.Threading.ThreadHelper.ThreadStart()
(Fails in avcodec-51.dll)
Will test this out today. Since this doesn't happen often, I'll keep track and edit this post when I noticed somethingTom94 wrote: 4j5f55
Does the latest change resolve any of your issues?
As I said like 20~ days ago :Default wrote: 693111
I'm also getting a lot of cursor lagZerokae wrote: 2a3i6l
With the new build my cursor has been lagging behind significantly more than ever before, and when i try to select options my game crashes.
Without disabling DWM.exe, that input lag is still here as of now, and if "true" fullscreen mode doesn't come back then it will be a very huge issue for windows 8 s... Not every one will have the knowlege to disable dwm and when dwm is disabled, windows is verry buggy... and I did read that open GL only on stable will be in ~ 2 weeks in another thread...Arnold0 wrote: 6g3r1c
EDIT :
Okey, so I found something about the performance issue... It's actualy caused by a system file of windows 8 called dwm.exe which seem to be used by windows aero. Using some process manager, I suspended winlogon and killed dwm.exe. Windows was not realy happy about running in this state, however the cutting edge build had no input lag anymore and after a few lag spikes it ran at constant 300 fps like the normal build runs on fullscreen... To be sure it was not placebo effect, I unsuspended winlogon which instantly restarted dwm, and the input delay and micro lags were back...
Are you by any chance running on a laptop which has both intel integrated graphics and a graphics card? If so try running osu! through your integrated graphics and please let me know if exclusive fullscreen then works.Arnold0 wrote: 6g3r1c
Without disabling DWM.exe, that input lag is still here as of now, and if "true" fullscreen mode doesn't come back then it will be a very huge issue for windows 8 s... Not every one will have the knowlege to disable dwm and when dwm is disabled, windows is verry buggy... and I did read that open GL only on stable will be in ~ 2 weeks in another thread...
Uh... Before it changed nothing but now, fullscreen works with intergrated intel (And does not with nVidia card).Tom94 wrote: 4j5f55
Are you by any chance running on a laptop which has both intel integrated graphics and a graphics card? If so try running osu! through your integrated graphics and please let me know if exclusive fullscreen then works.Arnold0 wrote: 6g3r1c
Without disabling DWM.exe, that input lag is still here as of now, and if "true" fullscreen mode doesn't come back then it will be a very huge issue for windows 8 s... Not every one will have the knowlege to disable dwm and when dwm is disabled, windows is verry buggy... and I did read that open GL only on stable will be in ~ 2 weeks in another thread...
I don't know of any other setups causing exclusive fullscreen not to work on the latest cutting edge build.
Interesting... just wanted to confirm the issue and now cutting-edge runs as good as betaTom94 wrote: 4j5f55
osu!beta runs the exact same new OpenGL implementation as osu!cuttingedge. Are you sure this is not something at your end? The performance should be absolutely identical.
I have an i7 4702MQ, the integrated intel it have is HD4600.Tom94 wrote: 4j5f55
We did many fixes within the last few days, so it's likely that previously when you tested a lot more was broken than it is now.
The issue is (to my knowledge) that it is impossible to get openGL exclusive fullscreen working when the desktop is rendered using a different graphics driver than the game. If there is a possibility to circumvent this I'd be more than happy to implement it. Even OpenGL-only games such as Quake 3 don't manage to go into exclusive fullscreen mode under those circumstances.
Which processor do you have? On my intel integrated device I get only ~10% lower FPS when using opengl over directx.
Regarding the sliders, we will look into it. Thanks for the report!
Running on a laptop on batteries by any chance? If yes, try plugging in.Arras wrote: 33215g
I don't know what the hell happened since the last time I checked, but the performance has absolutely tanked on Cutting Edge. I get a stable 30FPS on the main menu and 70FPS in song select or ingame (on a song with no storyboard or video). It used to be closer to 100 for the main menu, 120 for song select and ~180 ingame or something. That was a few days ago, on Cutting Edge (so also only OpenGL).
Running on a plugged in laptop, set to High Performance. Graphics hardware is Intel HD 3000, driver version 9.17.10.3347, and there are no log or txt files of any kind in the osu directory.Tom94 wrote: 4j5f55
Running on a laptop on batteries by any chance? If yes, try plugging in.Arras wrote: 33215g
I don't know what the hell happened since the last time I checked, but the performance has absolutely tanked on Cutting Edge. I get a stable 30FPS on the main menu and 70FPS in song select or ingame (on a song with no storyboard or video). It used to be closer to 100 for the main menu, 120 for song select and ~180 ingame or something. That was a few days ago, on Cutting Edge (so also only OpenGL).
Can you also please name your graphics hardware and check whether you have a file called "gl_info.txt" in your osu! directory? If yes, please paste its contents.
Have you tried holding Shift after the osu! updater closes so that the configuration window pops up and you click on Repair or change the release stream from there ?xDarkon wrote: 3iq2h
I need help desperately. I am currently stuck in cutting-edge b20150513.5 and have been ever since updating to it.![]()
Whenever i launch the game this shows up. Note: There is nothing wrong with my internet connection whatsoever.
The only way i can get past this screen and get into the game is by closing this window, which will abort the attempts to update . When i do get into the game and try to switch back to the stable build (or any build at all), it tells me i am unable to switch to another build as the update failed.
What i have already tried to do in order to fix this:
- Make exceptions for osu! and _osu! in my Windows Firewall
- Disable my Anti Virus completely
- Pressing the ''Run osu! Updater'' setting in-game (Only gave me the same screen as in the first image)
The only thing i can think of that would solve this is to do a fresh install of osu! but i reeeaaally don't feel like backing up all my songs and skins.
Is there any way to fix this?The cutting edge build is laggy for me and i really want to switch back to stable.
Still experiencing this issue, and it seems _index hat it as well since the osu!beta update to OpenGL. He described it with "frameskipping, like 3 or 4 frames every few seconds" in the stream today.Seri wrote: 70516n
Since the 27.04.2015 builds i experience many many microstutters, like one every few seconds. Didn't change anything in my setup.
EDIT: Didn't have any broken sliders since then though C:
I didn't know this existed before, but i am sad to say even after clicking ''Repair Osu!'' on all the different release streams and graphics settings nothing changed, I am still getting the ''Check your internet connection'' message.Nabile wrote: 2548t
Have you tried holding Shift after the osu! updater closes so that the configuration window pops up and you click on Repair or change the release stream from there ?
Seri wrote: 70516n
Still experiencing this issue, and it seems _index hat it as well since the osu!beta update to OpenGL. He described it with "frameskipping, like 3 or 4 frames every few seconds" in the stream today.Seri wrote: 70516n
Since the 27.04.2015 builds i experience many many microstutters, like one every few seconds. Didn't change anything in my setup.
EDIT: Didn't have any broken sliders since then though C:
(he uses a GTX970 as well, maybe there is some specific problem to that card? :C )
After changing my resolution to a wider one and changing it back to how it was before, that setting has magically stopped working :/ now it's always capped at 60hzTom94 wrote: 4j5f55
Actually if you absolutely want your desktop to run at a lower refresh rate you can go into osu!'s config and change "RefreshRate" to whatever refresh rate you desire and "OverrideRefreshRate" to 1. This will only apply to fullscreen.
If a resolution change to the overridden refresh rate fails, e.g. when your graphics card or screen don't it, osu! will automatically set "OverrideRefreshRate" back to 0.
Such small changes in fps should not be visible. Anything over your refresh rate should not be visible.lolcubes wrote: u93m
I experience those stutters as well, but only for the first few minutes.
Otherwise, I can no longer seem to get a stable framerate when using limiters. I set a frame limiter to 1200 (on stable without it it goes up to 6000 fps and really weird things start to happen then) and it jitters between 1120 and 1250 all the time, and that causes some speedups/slowdowns of notes in taiko (almost like a stutter, but more smooth).
GTX970 with the latest drivers here.
edit:
It seems that after a while it no longer jitters that much, but after reaching 1200 limit it sorta drops back to 1130ish and climbs back up to 1200 and this repeats endlessly.
Here's an example: http://puu.sh/hR0HD/e2b42a4dd6.mp4
(first 3 seconds are because of the recording, the rest acts exactly the same like without recording)
I know, they are visible in other ways though. The effect of this is that a small stutter happens occasionally, like it's trying to skip some frames. For example, 60 and 120 fps look really terrible in taiko, despite being above the 60Hz required for an average screen (massive stutters).peppy wrote: 6w4l42
Such small changes in fps should not be visible. Anything over your refresh rate should not be visible.
I don't have that line in my .cfg. Should I add it?Tom94 wrote: 4j5f55
Can you go into your config, change "FrameTimeDisplay" to 1 and record some taiko gameplay so that we can analyze further? Please also make sure the shown display looks the same when you're recording and when you are not.
Seeing from one of your posts, you've got an Nvidia GTX 970, which has NVENC. This thing can easily record up to 4K videos at 60 Hz using the H.264 codec (MP4) with an extremely low impact (pretty much non-existent) on your game, since it runs in a dedicated chip on your GPU.lolcubes wrote: u93m
I don't have that line in my .cfg. Should I add it?Tom94 wrote: 4j5f55
Can you go into your config, change "FrameTimeDisplay" to 1 and record some taiko gameplay so that we can analyze further? Please also make sure the shown display looks the same when you're recording and when you are not.
Also, mind giving some advice on what recording method to use? Pretty much all recording applications which capture video that I used either don't capture 60 fps correctly or have A/V desync.
My phone has a shitty 30fps camera (I'll try using that for now, the stutters could be visible).
Also there is one more issue and that is that gameplay with vsync is MUCH more smooth than watching a replay under vsync (however this is also present in live). The replay is unwatchable due to insane stuttering, while gameplay is playable with occasional stutter and some input lag.
Shadowplay doesn't work with OpenGL yet and NVENC codec actually has issues with vfps, which leads to A/V desync. So far not a single recording I produced in this way was proper (after re-encoding to cfps), and I was even using a relatively fast SSD to record on.Nabile wrote: 2548t
Seeing from one of your posts, you've got an Nvidia GTX 970, which most certainly has NVENC. This thing can easily record 1080p videos at 60 Hz using the H.264 codec (MP4) with an extremely low impact (pretty much non-existent) on your game, since it runs in a dedicated chip on your GPU.
You can use this encoder with either Open Broadcaster Software or ShadowPlay (comes with GeForce Experience).
Thanks for your ! The delay you are feeling when in windowed mode is normal and caused by windows. It also exists on stable.abraker wrote: 6cx2d
Issues presented in this thread are still existent on b20150521cuttingedge, especially the crashing when alt-tabbing on fullscreen.
Oops, intel HD 4000 graphics mobile. That implies that I am using a laptop. Also these recordings are 30 FPS and were made without the HDMI out to the TV this time.Tom94 wrote: 4j5f55
Can you let me know whether you are using a specific device or whether you just have the intel HD4000 graphics on your desktop machine?
I was playing on unlimited (gameplay). My SwapBuffer still consumes a considerate amount, just not as much. You can actually see how much at the beginning of the song select idling video. Yes this is the latest cutting edge version. I went from stable to cutting edge (20150521.1) just to record these videos. It might look that way because I disabled triangles (too laggy).Tom94 wrote: 4j5f55
Just to make sure: You are not running VSync, right? Does your SwapBuffer still consume that much of your frame times while you are not recording? And finally, are you sure you are on the latest cuttingedge version? Your graph looks a bit like it isn't from the very newest version.
Thanks for all the info! The time spent in SwapBuffer is mostly waiting for all the drawing instructions to finish executing on the GPU. We are looking into how we could improve the performance here.abraker wrote: 6cx2d
I was playing on unlimited (gameplay). My SwapBuffer still consumes a considerate amount, just not as much. You can actually see how much at the beginning of the song select idling video. Yes this is the latest cutting edge version. I went from stable to cutting edge (20150521.1) just to record these videos. It might look that way because I disabled triangles (too laggy).Tom94 wrote: 4j5f55
Just to make sure: You are not running VSync, right? Does your SwapBuffer still consume that much of your frame times while you are not recording? And finally, are you sure you are on the latest cuttingedge version? Your graph looks a bit like it isn't from the very newest version.