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[Archived] Issues with Latest Cutting-edge Build (Post Here) 3hb4q

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Can you try closing all background processes and see whether the issues persist? I also have a GTX 780Ti but experience none of your issues when closing other programs.

Two specific programs that come to my mind are f.lux causing stutters once every second and Teamspeak 3 effectively limiting osu! to 60 fps while it is not minimized (I run things on a 144hz screen).
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)
Hit lighting effects and combo bursts will cause UI and graphics to become slightly more aliased for its duration
Deleted_4329079

Tom94 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.
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 60hz



Edit: currently using beta tho, so it's not cutting-edge specific :o

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)
Such small changes in fps should not be visible. Anything over your refresh rate should not be visible.
Refresh of this old benchmark:https://osu-ppy-sh.jeuxcrack.net/forum/p/3908475
This time the timeinterval of the statistics are almost perfectly equal and syncronized.
What I noticed new:
Fullscreen reduced the time/amount of slowest frames. 0.1% slowest frames average 3.78ms vs 4.66ms. BANZAI :)
Cutting edge is slowest than beta, couldn't think of any reason. 0.1% slowest frames average 4.19ms vs 3.85ms or avg 1.83ms vs 1.56ms. :? ???

DX performace is almost the same, that is dx vs opengl is now:
0.1% slowest frames average 3.24ms vs 3.85ms or avg 0.96ms vs 1.56ms
Ignoring the fullscreen improvement everything seems the same.

2015-02-23 open gl not full screen http://puu.sh/hRGc5/08781f3fd5.png
2015-05-18 opengl beta fullscreen http://puu.sh/hRGaf/39ddf70734.png
2015-05-18 opengl edge fullscreen http://puu.sh/hRGby/803e362a75.png


2015-02-23 DX not fullscreen http://puu.sh/hRGfl/ec874f239a.png
2015-05-18 DX not fullscreen http://puu.sh/hRGgp/7ae203cba4.png

I tested frame limiter now... For the porpuse of checking if the slowest 0.1% frames improved.
double screen refresh rate http://puu.sh/hRGj7/6977631ba6.png
I noticed the 1ms intervals... and reminded of windows timer :? . Checked it and it was at 1ms. After I forced to 0.5ms:
double screen refresh rate 2 http://puu.sh/hRGok/0900a72a3f.png
Not sure if exists a real difference or it is just mesurement issues.

Oced my u by 1.097 and got 1.100 more average frames lol 0.1 percentil only improved by 1.031 times.



Tested the new Vsync that now really vsyncs beyond 65hz~. It was A LOT laggier than just frame limiting to 144fps. Any possibility of a low latency V-sync?

peppy wrote: 6w4l42

Such small changes in fps should not be visible. Anything over your refresh rate should not be visible.
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).
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.
I know closed all background applications (usually i am running League of Legends Client + Skype in the background) and still experience some stutter, micro lags and cursor lag.
Can you press Ctrl+F11 and record what you are seeing while it's stuttering? A screenshot would be fine.
When I hit the boss key, "Display driver Intel Graphics Accelerator Drivers for Windows 7(R) stopped responding and has successfully recovered."
When I try to load osu! from the taskbar, osu! stops responding.

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.
I don't have that line in my .cfg. Should I add it?

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.

lolcubes wrote: u93m

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.
I don't have that line in my .cfg. Should I add it?

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.
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.
You can use this encoder with either Open Broadcaster Software or ShadowPlay (comes with GeForce Experience).

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).
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.
Another issue with recording taiko is that to achieve 60 fps on the recording, it's actually trying to drop frames, and if the source fps isn't constant, stuttering will appear almost always (I haven't seen a single taiko vid recorded with capture software which doesn't stutter).

I have tried several codec combinations and software so far, and apart from the A/V desync with Shadowplay, none came even close to it's quality. ;_;

I get different fps reading with bandicam which makes it "overshoot" or something (osu fps reads 1200 lock but bandicam reads between 1230 and 1350 and is changing really fast), so the recording is really stuttery.
Fraps causes the source fps to drop to a specific value (400/480/600) and if they change during the recording, stuttering appears.
Tried OBS with both x264 and NVENC, picture seems mostly fine but the audio is way off sync, and if I try to use the option to use video timestamps for audio, the audio actually stutters occasionally.
Dxtory just crashes the game immediately, heh.

For now I intend to get a hold of a phone which can record in 60 fps, but I might have to wait a few days for that. ;_;

Other ideas appreciated. :D
You should be able to press Ctrl+F11 instead of manually editing the config by now.

Also Dxtory shouldn't crash the game. o_o That and the fact that you didn't find the FrameTimeDisplay entry in your config really sound like you're just using opengl on stable. Are you sure you are on cuttingedge? If yes try the Ctrl+F11 thing and if it works make a screenshot right after some stuttering occured to you during gameplay.
I switch between builds often for modding purposes, but I managed to get that overlay working by adding it to my config and saving the config after I change the build.
I did check it's behaviour a little, but you might have to wait a day or two for me to record this properly, I intend for it to be as informative as possible.
Fullscreen on 640x480 is broken on cutting edge http://i.imgur.com/owvtrAO.png on stable it works fine. :?
Frame Times seems to be fiine for me though. I tried a few times but couldnt find anything.
Issues presented in this thread are still existent on b20150521cuttingedge, especially the crashing when alt-tabbing on fullscreen.

abraker wrote: 6cx2d

Issues presented in this thread are still existent on b20150521cuttingedge, especially the crashing when alt-tabbing on fullscreen.
Thanks for your ! The delay you are feeling when in windowed mode is normal and caused by windows. It also exists on stable.

As for your fullscreen issues, could you re-do your recordings but on cutting edge and after pressing Ctrl+F11 to open the frame time overlay? That would help a lot. I'll meanwhile try to look into the other issues you reported.

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?

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?
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.

Graphic settings:

When Idling on the song select, you can notice this strange pulsing in drawer for some reason. When Recording with FRAPS, the SwapBuffer takes up most of the processing.

When switching between songs, there is a lag spike in windowed AND fullscreen. Going back to the song I switched from, only the drawer spikes up a bit.

For the gameplay, as noted, the SwapBuffer is the verdict. For some weird reason the end of the video I received a massive lag spike.

I also found this wierd thing in the editor where doing the slider and hovering over the right side buttons the SwapBuffer time increased.

I tried recording the fullscreen alt-tab crash, but FRAPS stopped recording it upon doing so :(
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.

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.
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).

abraker wrote: 6cx2d

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.
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).
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.
I always cant see one of my friends in bancho. However, when i go to another tab (rank for example), they reappear and someone else disappears.. (off-by-one error?)
see screenshots: https://osu-ppy-sh.jeuxcrack.net/ss/3157037

bigfeh wrote: 44154m

This apparently is cuttingedge-specific (the same message would show up when sent to a stable client)

When sending a message whose first non-space character is a forward slash (e.g. " /test", minus quotes - note the space before the slash), it will only show up on the client of the sender but not on the client of the recipient.

@edit
sending the message without the space obviously counts it as a command instead, so it doesn't show up in either client. Just figured I'd clear this up

Pics might help explain
Sender


Recipient

About this
  1. These messages do get send to the server.
  2. Server removes spaces in front of message
  3. Client removes the message.
  4. On IRC the message is visible. (Without space(s) in front.)
This leads to some nonsense: In-game, the channel tab lights up as it recieved a new message. Yet the player cannot see any new messages.
See this video: http://chong601.no-ip.org//2015-0 ... -42-00.mp4 (Thanks to chong601.)

I can see why this is done, but it leads to (very minor) unwanted client behaviour.
Issue(s) in this thread have been addressed by the following changes:
  1. Fix display always showing one too little. (Tom94)
The changes will be applied to builds newer than b20150522.4cuttingedge.

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.
So yeah, I've found another bug ^^
It's actually an useless bug, something that is not important, but it's actually a bug xD
So, for now, I don't know how we call all the triangles that going from the bottom to the top while changing a menu, so I'll call it a "triangle roll", because why not xD
So actually, in Windows, when you're doing Windows + Up, it does a triangle roll.
For Windows, Windows + Up means put in fullscreen the actual window, so Windows changes the resolution, I think it is caused by that.
For the others OS, I actually don't know xD
So, you can correct it or not, it don't have an influence in the gameplay :p

(yes, my english knowledge sucks.)
A shortcut to osu!.exe gets created on your desktop every time you launch osu!.
Happens since today(?).
Yomura_old_1
This is NOT playable at all
OpenGL cuttingedge running on a 2007 machine (HP tx1000) with OpenGL 2.1

https://osu-ppy-sh.jeuxcrack.net/ss/3164377

also is buggy as hell as you can see
Getting ~50-70fps when with DirectX fullscreen is around 200fps
As you can see that's not fullscreen because fullscreen is directly 10fps in the face.

Yomura wrote: 36d16

This is NOT playable at all
OpenGL cuttingedge running on a 2007 machine (HP tx1000) with OpenGL 2.1
It's slow on my 2009 machine (HP Compaq Presario CQ50-209WM, with Win 7), running around 40 FPS with effects disabled.

Yomura wrote: 36d16

This is NOT playable at all
OpenGL cuttingedge running on a 2007 machine (HP tx1000) with OpenGL 2.1

https://osu-ppy-sh.jeuxcrack.net/ss/3164377

also is buggy as hell as you can see
Getting ~50-70fps when with DirectX fullscreen is around 200fps
As you can see that's not fullscreen because fullscreen is directly 10fps in the face.
what's the performance like at menus? is the drop just during gameplay? does it improve by turning off snaking sliders?
Yomura_old_1

peppy wrote: 6w4l42

Yomura wrote: 36d16

This is NOT playable at all
OpenGL cuttingedge running on a 2007 machine (HP tx1000) with OpenGL 2.1

https://osu-ppy-sh.jeuxcrack.net/ss/3164377

also is buggy as hell as you can see
Getting ~50-70fps when with DirectX fullscreen is around 200fps
As you can see that's not fullscreen because fullscreen is directly 10fps in the face.
what's the performance like at menus? is the drop just during gameplay? does it improve by turning off snaking sliders?
I always have snaking sliders off. At F9 screen and main menu I get around 9~20fps as you can see here:
https://osu-ppy-sh.jeuxcrack.net/ss/3167024

gameplay with fullscreen
https://osu-ppy-sh.jeuxcrack.net/ss/3167067
Lately I've been getting some stuttering, in which Raw Input seems to be the cause. I use a tablet with the wireless module inside, CTL480. EVGA SC GTX 770, i7-4770.

I normally run the game at 1k-2k fps. The stuttering started about a couple weeks ago has started to get on my nerves. I found out having Raw Input off was the culprit, but after a while of playing the problem comes back again, along with even harsher stuttering and minor game freezes. And also having video on kills my framerate to about 500fps, when in previous builds having video on wouldn't affect me at all.

It's not specific to this build, but it has been happening for a couple weeks, so it might be because something changed in the previous builds.

VeilStar wrote: 4fbc

A shortcut to osu!.exe gets created on your desktop every time you launch osu!.
Happens since today(?).
Im also getting this.
I was so confused thinking i accidentally created a shortcut for it. Then it kept happening.

Renevant wrote: 3e2y38

VeilStar wrote: 4fbc

A shortcut to osu!.exe gets created on your desktop every time you launch osu!.
Happens since today(?).
Im also getting this.
I was so confused thinking i accidentally created a shortcut for it. Then it kept happening.
You can either keep the shortcut in your desktop or close the update window whenever you start the game for the time being (it doesn't matter if you close the update window since osu! can update itself in-game if an update is available).
osu! now starts centered based on the screen minus the taskbar, whereas before it started directly in the center of the screen including the taskbar. It's only a minor annoyance, but IMO it doesn't look quite right.
New build up with some heavy performance tweaking. Please report back if you previously had issues.
Nice, once again now I have the perfect 1200 fps lock on my main PC as I have on live. Thanks.

(Will test performance on my laptop later today).

P.S. 120 FPS lock (default) still occasionally makes a stutter in taiko (about 3-4 times per minute, which is better than every few seconds like I had before).
Lately I've been getting about half the FPS I usually get. The frame rate is back to normal when the cursor is outside of osu! though.
frame times screen shot
The part without noticeable update time is when the cursor is outside of osu!'s window.
It's permanently back to normal after minimizing osu! via boss key once.

The update just now actually decreased overall performance and(after restarting osu! again it's the same as before) didn't fix this.
What happens when you disable triangles in the options?
What happens if you aren't moving the mouse but it is in the window? Can you see a cursor trail?
Okay, as far as FPS goes, it's much more stable now, but there are still issues with Auto or spectator mode in Taiko when under 300ish FPS. It's difficult to explain, but every time a note gets hit a stutter appears, however it's not ed in the frame time window (doesn't happen to me above 300 FPS). Could it be that the replays just work that way? Is it possible to make it smoother?

This makes recording gameplay vids really awkward unless you are doing a live play, because the video will be very stuttery.

Also, switching to Fullscreen and back to 1360x768 windowed made my browser background look like this:

Disabling triangles doesn't help, though I obviously get more fps.
Moving the mouse hardly affects fps and I do see the cursor trail.
Does switching raw input on/off help at all?
Using raw input fixes this behavior.
On which operating system are you? Do you by any chance use a custom mouse sensitivity?

lolcubes wrote: u93m

Okay, as far as FPS goes, it's much more stable now, but there are still issues with Auto or spectator mode in Taiko when under 300ish FPS. It's difficult to explain, but every time a note gets hit a stutter appears, however it's not ed in the frame time window (doesn't happen to me above 300 FPS). Could it be that the replays just work that way? Is it possible to make it smoother?
Please test taiko again on the latest release (...25.3)

Tom94 wrote: 4j5f55

On which operating system are you? Do you by any chance use a custom mouse sensitivity?
I'm on windows 7 using default mouse sensitivity.

peppy wrote: 6w4l42

lolcubes wrote: u93m

Okay, as far as FPS goes, it's much more stable now, but there are still issues with Auto or spectator mode in Taiko when under 300ish FPS. It's difficult to explain, but every time a note gets hit a stutter appears, however it's not ed in the frame time window (doesn't happen to me above 300 FPS). Could it be that the replays just work that way? Is it possible to make it smoother?
Please test taiko again on the latest release (...25.3)
Tested with ...25.4, it's the same. Tonight I will record a video when I get back from work (I did a test video on my phone, it's difficult to see but when I switch from 120 to 1200 fps, it becomes more clear).

Pampel wrote: 4m5tc

Tom94 wrote: 4j5f55

On which operating system are you? Do you by any chance use a custom mouse sensitivity?
I'm on windows 7 using default mouse sensitivity.
Or that's what I thought. Apparently osu! doesn't save slider adjustments made with arrow keys.
After actually setting mouse sensitivity to 1 and restarting everything is back to normal.
Still wondering why the boss key helped as well though. :?
Skin issues with the latest build. On some skins as well with the Default one seems to have issues with the cursor and bg where the cursor disappears when moved as well with bg however the trail can still be seen. Video preview provided below.

@freezer if you start osu! with the default skin is everything okay? only after changing to custom skins that it breaks?
I restarted the game with the Default skin and the problem still occurs.
What graphics card are you running?
My FPS stay the same but i noticed it feels a bit more smooth since the latest patch! i like it. :) BUt another thing: Is it normal that the play feeling between borderless and Fullscreen is SOO much different? It feels weird. :S

Shizuyi wrote: 6f5u28

My FPS stay the same but i noticed it feels a bit more smooth since the latest patch! i like it. :) BUt another thing: Is it normal that the play feeling between borderless and Fullscreen is SOO much different? It feels weird. :S
This is expected, yes. Full-screen is getting exclusive access to your display and bying the windows display system.

peppy wrote: 6w4l42

What graphics card are you running?
It's an Nvidia GeForce 7150M / nForce 630M from my old laptop. It's a crappy card but it's the first time that happened.
Any better on the latest build?
Still happening. Did the same procedure with the skins and restarting.

EDIT: Still happens on .7 build. :<
Still happens on .10. I'll just re-edit this post once the problem is fixed.

There's still a bit of stuttering during gameplay, but my fps is mostly stable. And the stuttering seems pretty consistent. It won't screw me over while playing now it seems haha.

Something with the video is up now though. The video plays during the intro, but when the gameplay starts it immediately changes back to the default background for the map. Tried toggling background video and restarting osu after toggling.

Thanks for being so quick with replies and fixes.

Edit: Storyboard is now making me stutter heavily.

Edit2: Okay it's not just the storyboard. Stuttering more heavily than previous build. 20150525.11
Did a test run on my laptop. HD4000 issues seem to be gone for me now (after running the game for 30 mins, I didn't crash once, compared to crashing every few mins on live using dx)

I actually get more FPS with Intel HD4000 than my GT740. (that's good I suppose, that card can get really hot for giving no real performance)

I will post some real data later, it appears I don't have fraps installed here, haha.
Experiencing random slight lag, according to Ctrl+F11, drawcall spike once per 5-9 seconds, mes any input (either aim-wise or key-wise). Pretty damn annoying.
Latest cutting edge/stable, opengl fullscreen, AMD FX-8150 w/ GTX 970 on a windows 8.1
Is it on my end or might be fixable?

_index wrote: 4p2k47

Experiencing random slight lag, according to Ctrl+F11, drawcall spike once per 5-9 seconds, mes any input (either aim-wise or key-wise). Pretty damn annoying.
Latest cutting edge/stable, opengl fullscreen, AMD FX-8150 w/ GTX 970 on a windows 8.1
Is it on my end or might be fixable?
you're seeing the same issue on both cutting edge and stable? only when using opengl?
Made a fresh install of osu! and run it on cutting edge. Problem still occurred for the cursor. If no one else experiences this, this might be a problem on my end. The drivers aren't updated anymore since the gpu is so old.

The cross of the cursor stays where you position it when you are about to enter the editor.

peppy wrote: 6w4l42

_index wrote: 4p2k47

Experiencing random slight lag, according to Ctrl+F11, drawcall spike once per 5-9 seconds, mes any input (either aim-wise or key-wise). Pretty damn annoying.
Latest cutting edge/stable, opengl fullscreen, AMD FX-8150 w/ GTX 970 on a windows 8.1
Is it on my end or might be fixable?
you're seeing the same issue on both cutting edge and stable? only when using opengl?
yes, on both
frame limiter doesnt help, however issue seems to be totally random, sometimes appearing for a few hours and sometimes not. u load is usually at 70% one core and 20-30% other cores, while gpu stays about 50-60%

peppy wrote: 6w4l42

New build up with some heavy performance tweaking. Please report back if you previously had issues.
Looks better, 1.83-> 1.74ms with the same benchmark as before. Most of the random frame time spikes are gone. worst 0.1% from 4.19 to 2.97 ms
old http://puu.sh/i0R06/0b97a11f4e.png vs new http://puu.sh/i0QQv/93b5b9e8bb.png
Those new spikes are spinners btw. :o

_index wrote: 4p2k47

yes, on both
frame limiter doesnt help, however issue seems to be totally random, sometimes appearing for a few hours and sometimes not. u load is usually at 70% one core and 20-30% other cores, while gpu stays about 50-60%
same spikes are not present in direct x?
Issue(s) in this thread have been addressed by the following changes:
  1. Fix mouse cursor centre sprite sticking occasionally when going into the editor. (peppy)
The changes will be applied to builds newer than b20150526.4beta.

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.
@fr33z3r: need an update on whether things are looking any better now.
I know it hasn't been much time, but any news on fixing the driver crashing on Intel Graphics 4000 HD Mobile?
Reference link: p/4178495
In the latest build some mouse clicks are not ed.
I noticed it ingame in the pause menu (clicking continue, retry or back to menu doesn't sometimes) and also in the editor.

Easiest way to reproduce is to just open any beatmap in the editor and switching between "Select" and "Circle" via mouse clicks. After a few seconds of that the game stops ing some of the mouse clicks. It does not happen when selecting hitcircles though.

EDIT: It seems to be happening in osu!beta as well :O

Stable seems okay though.

peppy wrote: 6w4l42

_index wrote: 4p2k47

yes, on both
frame limiter doesnt help, however issue seems to be totally random, sometimes appearing for a few hours and sometimes not. u load is usually at 70% one core and 20-30% other cores, while gpu stays about 50-60%
same spikes are not present in direct x?
directX overall lags way more than opengl, because of how much its depended on a single core performance, rendering 80-100% u1 load and framelagging
abraker: Did you even test before posting? HD4000 has been reported fixed by other s.

peppy wrote: 6w4l42

abraker: Did you even test before posting? HD4000 has been reported fixed by other s.
Yes I did. I wish I could record it, but that won't show much as the recording cuts as soon as it crashes.
What's the error?
Osu! itself doesn't crash when that happens and it shows a black screen if I go back to it.

Looks like you need to update your drivers.
The latest drivers for my video card do more harm than fix problems. Regardless, this issue wasn't present on 20150514.10beta and first appeared in the 20150518.7beta update.

Edit: I am going to go out on a limb here and say this update on May 15, 2015 might have caused it:
Graphics: [Tom94] Improve behavior of resetting the screen resolution to desktop settings. (fixes /t/259747)
Reference post: p/4158960

peppy wrote: 6w4l42

@fr33z3r: need an update on whether things are looking any better now.
New update, still the same issue. Screenshot taken from the fresh install. Issue still happens too on my main directory.

Fr33z3R wrote: 6w5243

the issue
Yea comfirmed.
this is irrelevant to performance issues, but as of recent osu! has started doing t/257663 again

TicClick wrote: 23y34

this is irrelevant to performance issues, but as of recent osu! has started doing t/257663 again
p/4184638

VeilStar wrote: 4fbc

TicClick wrote: 23y34

this is irrelevant to performance issues, but as of recent osu! has started doing t/257663 again
p/4184638
so it turns out I was just a page away from running into your post; gonna scroll further next time

:( Seems like the general performance fix didn't do much.
The green spikes are when I was moving the mouse. Performance is sort of like this everywhere in the game, no matter what settings I use as far as I can tell. dx on stable is fine and opengl on stable is nowhere near this bad (and didn't used to be on cuttingedge until like a week ago). Intel HD 3000. Not getting crashes on fullscreen alttab or anything else though, it's just the framerate.
I'm having issues with occasional sound popping. Issues only occurs in Osu!, no other game or sound file. It's random, but very noticeable and annoying.

Using a Xonar STX

Can reproduce the problem using both the Beta and Cutting-edge build

I don't seem to have the issue using the Stable client (so far)
Yomura_old_1
https://osu-ppy-sh.jeuxcrack.net/ss/3180760

still having lag spikes on some parts but holy hell, you fixed almost all! :D

EDIT:
https://osu-ppy-sh.jeuxcrack.net/ss/3180772

Is there some way to fix the performance on the main title screen? It's like that on directx too anyway, but if you know how to improve my performance (and all old computer's performances) there, I'll be damn happy <3
What is going on during those spikes? Is that where spinners or sliders are being rendered?

Bmxant wrote: 3a2i8

I'm having issues with occasional sound popping. Issues only occurs in Osu!, no other game or sound file. It's random, but very noticeable and annoying.

Using a Xonar STX

Can reproduce the problem using both the Beta and Cutting-edge build

I don't seem to have the issue using the Stable client (so far)
Do you by any chance have GX mode enabled? Could you describe a bit more exactly what kind of popping you experience? I also have an STX and do not get any such things.
Yomura_old_1

peppy wrote: 6w4l42

What is going on during those spikes? Is that where spinners or sliders are being rendered?

That happened during streams, during sliders is the second spike, which is shorter

Tom94 wrote: 4j5f55

Bmxant wrote: 3a2i8

I'm having issues with occasional sound popping. Issues only occurs in Osu!, no other game or sound file. It's random, but very noticeable and annoying.

Using a Xonar STX

Can reproduce the problem using both the Beta and Cutting-edge build

I don't seem to have the issue using the Stable client (so far)
Do you by any chance have GX mode enabled? Could you describe a bit more exactly what kind of popping you experience? I also have an STX and do not get any such things.
Thanks for the reply, Tom94.

I don't use GX.

2 Channels
PCM 48KHz
PCM
7.1 Virtual Speaker Shifter
Dolby Headphone
Dance preset for the EQ mode.

Using a pair of Ultrasone 2500's

The sound is hard to explain, I'll have to try and record it. It's not really a pop sound, it actually sounds like a bad MP3 file when it happens. It's a single distortion as well, there's usually not more than one during a play through of a song.

Edit: Switched to the Cutting-edge build and was able to reproduce the issue again and get it on vid. I've not figured out a way to record Osu!mania without lag yet, so please excuse the note stutter as I don't actually see it like this while playing.

Pop/distort sound is at 0:31

https://www.youtube.com/watch?v=hCV06IM ... e=youtu.be
osu! tourney windows overlaps each other when TeamSize is 2.

Bmxant wrote: 3a2i8

Pop/distort sound is at 0:31

https://www.youtube.com/watch?v=hCV06IM ... e=youtu.be
Thanks a lot for the detailed information! I hear what you mean and will try to reproduce and look into it when it find the time. :)
When importing beatmaps in multiplayer osu! still pops up with a message that says to press F5 to refresh, even though it does this automatically.
Cursor sprite teleportation from last known location to new when enabling/disabling overlay.
Video:
http://flan.s-ul.eu/jXfp6c6s
On osu!tourney client, if you click on the score stars when the annotation is on, the annotation and the stars overlaps each other.


I posted this few days ago, telling me to post the issue here instead.

The game was running fine 3 weeks ago, but went on hiatus for a while before returning again. I went through all the updates, showing osu! splash screen, only to get itself exploded. Below is the error message I got from Event Viewer:

Application: osu!.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException
Stack:
at OpenTK.Graphics.OpenGL.GL.GenBuffers(Int32, Int32 ByRef)
at #=qye0$5YzUohuFy0qK3Za7DiKyzeAlwodjqvDQZfm$HquzOWcW$YiBeK2gt5l4gn.#=qj5RzzukSvCEAK8mrB4nHsw==()
at #=qYXxbL8qIL6wewuGnq7zT2g==.#=qj5RzzukSvCEAK8mrB4nHsw==()
at #=qGDXvskXP5HpR5NXG0JB9iQDg1aJEao7jWVFxAxjte40=.#=qeUlHWXdBKhAVDyWeU2F5Vg==()
at #=qnkb9whIkP9kmVLKYGzx3fA==.#=qKMe5x3OHNZe6N44TOzJJkw==(System.String, Boolean, Boolean, Boolean)
at #=qnkb9whIkP9kmVLKYGzx3fA==.#=qNv9AY$nrGIhAPK9YlteP4w==(System.String[])
at #=qnkb9whIkP9kmVLKYGzx3fA==.#=q0WrRcV01CL0r5Ftd$XtIEw==()
at #=qzuZqONQlNterlD6omxQ0Yf$k9FHWxTwA19sWgYs9vj4=.#=qYSqKQhx$diQxrdfMePEwAQ==()
Its a small thing, but the text is being cut off under "recent changes" in 1280x960 resolution. The recent changes goes away once i change the resolution so i cant check the others.
Topic Starter

Winshley wrote: 5616h

I posted this few days ago, telling me to post the issue here instead.

The game was running fine 3 weeks ago, but went on hiatus for a while before returning again. I went through all the updates, showing osu! splash screen, only to get itself exploded. Below is the error message I got from Event Viewer:

Application: osu!.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException
Stack:
at OpenTK.Graphics.OpenGL.GL.GenBuffers(Int32, Int32 ByRef)
at #=qye0$5YzUohuFy0qK3Za7DiKyzeAlwodjqvDQZfm$HquzOWcW$YiBeK2gt5l4gn.#=qj5RzzukSvCEAK8mrB4nHsw==()
at #=qYXxbL8qIL6wewuGnq7zT2g==.#=qj5RzzukSvCEAK8mrB4nHsw==()
at #=qGDXvskXP5HpR5NXG0JB9iQDg1aJEao7jWVFxAxjte40=.#=qeUlHWXdBKhAVDyWeU2F5Vg==()
at #=qnkb9whIkP9kmVLKYGzx3fA==.#=qKMe5x3OHNZe6N44TOzJJkw==(System.String, Boolean, Boolean, Boolean)
at #=qnkb9whIkP9kmVLKYGzx3fA==.#=qNv9AY$nrGIhAPK9YlteP4w==(System.String[])
at #=qnkb9whIkP9kmVLKYGzx3fA==.#=q0WrRcV01CL0r5Ftd$XtIEw==()
at #=qzuZqONQlNterlD6omxQ0Yf$k9FHWxTwA19sWgYs9vj4=.#=qYSqKQhx$diQxrdfMePEwAQ==()
I looked into this issue and the new VBO code requires a higher version of OpenGl to run. Your graphics card needs to at least OpenGl 1.5 in order to run the current code implementation. We will need to think of an alternative for GMA / ATI cards if we want to keep for those models. Here is a link describing the compatibility issue.
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