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[Archived] Issues with Latest Cutting-edge Build (Post Here) 5z1i67

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Sensou Shin wrote: 45255f

Cutting edge b20150702
i found two bug:
1. https://osu-ppy-sh.tvgratuite.org/ss/3334457
2.If osu selecting a song what is outside range of star filter then i click to osu! button it's disappear.
Thanks for reporting but you posted it in the wrong thread, so I merged your post to the appropriate thread.

I can replicate 2. - To elaborate a bit: the "range of star filter" is the one in the options menu. If you select say a 5 star map, then go to the options menu and set it to display beatmaps upto 3 stars and click the osu! button in the corner it will expand and dissapear.

Could you tell us how to replicate the first one though?
Still kinda experiencing lower-than-usual FPS on osu!cuttingedge compared to osu!stable.

Worst affected on maps with heavy SB, song select and maps with videos

I am using i3-3110M and Intel HD 4000.

EDIT: I do use a slightly older Intel GPU driver because of issues with the GPU driver keeps disabling the laptop onboard sound
Also, on the bug that Sensou Shin said, both rankings and the Beatmap status are not shown. I guess it's like osu! doesn't recognize the map at all when the filters are activated and that map doesn't need to be shown.



Also, if you wait for the song that you have selected (the one what is out of range of the filters) to end, another song will play, and this one is gonna allow you to play it, even if it's not on the Beatmap s. (the osu! logo starts to go at the BPM rhythm and the rankings are shown.) If you change the Grouping when this song is being played is gonna bug again, but this one will replay, not like the other one.

I hope I have not explained it too badly...

VeilStar wrote: 74923

Sensou Shin wrote: 45255f

Cutting edge b20150702
i found two bug:
1. https://osu-ppy-sh.tvgratuite.org/ss/3334457
2.If osu selecting a song what is outside range of star filter then i click to osu! button it's disappear.
Thanks for reporting but you posted it in the wrong thread, so I merged your post to the appropriate thread.

I can replicate 2. - To elaborate a bit: the "range of star filter" is the one in the options menu. If you select say a 5 star map, then go to the options menu and set it to display beatmaps upto 3 stars and click the osu! button in the corner it will expand and dissapear.

Could you tell us how to replicate the first one though?
Sorry but i can't. It was a suprise to me :S
Issue(s) in this thread have been addressed by the following changes:
  1. Ensure non-negative scissor rectangle. (smoogipooo)
The changes will be applied to builds newer than b20150704.2beta.

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.
Issue(s) in this thread have been addressed by the following changes:
  1. Don't allow the current beatmap to be set to none. (Tom94)
The changes will be applied to builds newer than b20150705cuttingedge.

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.

chong601 wrote: 2y3l5c

Still kinda experiencing lower-than-usual FPS on osu!cuttingedge compared to osu!stable.
Worst affected on maps with heavy SB, song select and maps with videos
I am using i3-3110M and Intel HD 4000.
EDIT: I do use a slightly older Intel GPU driver because of issues with the GPU driver keeps disabling the laptop onboard sound
Just linking a post since it has been almost a month. Seriously, I have to default to stable because if this. Any map greater than around 4 stars is unplayable hard to play due to all the lag hitting the notes is causing.
Alignments of mod icons are different when Auto is enabled



without Auto enabled


with Auto enabled
Click on the mods, and you'll see why this is this way
HT/DT/NC/FL are clickable

OsuMe65 wrote: 34v36

Alignments of mod icons are different when Auto is enabled

<images>
It's basicaly because of this (Auto is counted as a replay):

Please check whether you can still get your cursor to corrupt when changing the background in the main menu. Also please check for other visual bugs and performance during gameplay. Could have dramatically improved. ;)

Tom94 wrote: 56z3w

Please check whether you can still get your cursor to corrupt when changing the background in the main menu. Also please check for other visual bugs and performance during gameplay. Could have dramatically improved. ;)
Seems like the cursor problem when changing backgrounds is fixed. (Fun fact: First try I was a bit scared because it happened again but I was on Beta, I'm dumb)

Also I just checked the performance during gameplay and seems really similar to Beta, at least for me.

Trosk- wrote: 6k5648

Forgot to read the logs. At least that one solved my own problem.
Issue(s) in this thread have been addressed by the following changes:
  1. Fix frame time display causing errors under rare circumstances. (Tom94)
The changes will be applied to builds newer than b20150705.2cuttingedge.

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.
I have 2 monitors, monitor one is 1920x1080 (where I play osu!) and monitor two is 1280x1024. If I'm on FullScreen mode (on Monitor 1) and change to a resolution that is lower than the Monitor 2, it will detect the second monitor resolution as native (even if I am on monitor 1). I need to exit FullScreen mode and activate it again to have the Monitor 1 options available again.



Also, when I changed my resolution back to 1920x1080 (native) and I change to Windowed mode, it will hide the window borders and show it as "Custom" reolution. (Like on Tourney client windows, for example.)



This doesn't happen on Stable, only in Beta and CE.
Which of the 2 monitors is set as your primary monitor?
Issue(s) in this thread have been addressed by the following changes:
  1. Attempt to fix multiple screens causing issues with detected desktop resolutions. (Tom94)
The changes will be applied to builds newer than b20150707cuttingedge.

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.

Tom94 wrote: 56z3w

Which of the 2 monitors is set as your primary monitor?
The 1920x1080 one.

And with this last update (b20150708cuttingedge) seems like it's fixed, at least for me.
Deleted_4329079
With letterboxing enabled, the cursor will split from its trail iof you move it to the top of the screen.





If you move it to the bottom, you can see the desktop's cursor.

Default wrote: 2d276a

With letterboxing enabled, the cursor will split from its trail iof you move it to the top of the screen.

If you move it to the bottom, you can see the desktop's cursor.
Well.. What resolution are you using? I can't replicate any of these this you say. Tried on various resolutions and enabling/disabling FullScreen. (with FullScreen disabled, it is normal to see the cursor, just in case.)
Going to the editor changes my desktop resolution to the osu! one (because the editor is not full screen). It restores after leaving the windowed song select (coming from the editor)
Some things like the numbers inside the circles will appear larger and different font (?) in the editor, as if I'm playing at a very low resolution. The editor also looks blurry (but that's normal with a lower resolution, it just looks more blurry than when not in the editor while still playing at 1280x800)

Also, I can't find the post back (it's somewhere in this thread), but the issue of things like closing an application and the resolution randomly changing to the osu! one after that is still occuring.

Some screenshots



Editor



Editor testing mode



Grid does not appear in the timing tab, not sure if this is intended. But as you can see, things like "timing setup " look very blurry, but I'm not sure if this is normal in windowed mode compared to full screen (both same resolutions)
Deleted_4329079

Trosk- wrote: 6k5648

Default wrote: 2d276a

With letterboxing enabled, the cursor will split from its trail iof you move it to the top of the screen.

If you move it to the bottom, you can see the desktop's cursor.
Well.. What resolution are you using? I can't replicate any of these this you say. Tried on various resolutions and enabling/disabling FullScreen. (with FullScreen disabled, it is normal to see the cursor, just in case.)
Fullscreen is enabled, 1180x617. I can a video if necessary.

Default wrote: 2d276a

Fullscreen is enabled, 1180x617. I can a video if necessary.

You could have said before you are using a custo resolution ;_;

Seems like this issue only appears when using a Custom Resolution

I can get this effect too.

Edit: Seems like this only happens with some Custom resolutions, not all, I'm trying to figure out the reason... It's not because the aspect ratio because I tried to increase the resolution with the same aspect ratio and it doesnt happen anymore.

Edit 2: Well, I have been trying some resolutions for a long time, and I only got this result or issue with "HeightFullscreen = 617" (tried with so many different heights, and I only got this with 617, not even with 616 or 618), so, I don't know if it's because of that number in particular, but seems like it...


Issue(s) in this thread have been addressed by the following changes:
  1. Fix inconsistency with minimization behavior while in the editor and in non-native fullscreen. (Tom94)
The changes will be applied to builds newer than b20150708cuttingedge.

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.
Cutting edge OpenGL is just too heavy on u. I get half the fps ingame, 40-50 GL vs 80-90 DX. It is just limited by my u, on DX I get gpu utilization of 40% vs 20% on GL ingame.
The time plot of draw step is helpful, found out normal skins animation are too (u?) heavy, GL calls too heavy? Is vertex data even being buffered? Look at the comparison. Normal skin while playing is 40-50 fps, other skins are 70-80 fps.
osu skin vs other skin https://jii.moe/EJwEMS8u.png
effects kill the u https://jii.moe/4kw4zrU_.png


Have you looked on soft pagefaults? It is hitting too many here. Normally pagefaults are the main cause of stutter. DX osu hits 5 playing a replay
(video showing page faults per refresh DX) https://jii.moe/4yBIqrLd.mp4
but open GL hits 250 playing the same replay... what u cache do you guys have to not notice the stutter
(video showing page faults per refresh GL) https://jii.moe/NJzIcSId.mp4

Looks like I cannot move to the new version on my old laptop. I tried cutting on everything that consumes u on windows and it isn't enough. Maybe the new version is more gpu efficient but there is no point in that if the gpu doesn't even need to turbo because u is such bottleneck.
Page faults don't have anything to do with U cache but with your RAM. https://en.wikipedia.org/wiki/Page_fault I'd be curious what kind of results you'd get if you'd set your virtual memory's size to 0 (assuming you can close enough background applications for RAM size not to become an issue).

Yes, not all vertex data is buffered. The difference between the default skin and custom skins you are noticing are the small, blue, particles appearing with every hit. We do plan on buffering these. We are currently rewriting a huge portion of the rendering infrastructure to allow for easier optimizations like that in the future.

What kind of U do you have? I haven't heard of anyone where the U would be the bottleneck. Even without vertex buffering osu! just doesn't have many vertices in the first place. I am baffled that you are getting U capped at all.

Tom94 wrote: 56z3w

Page faults don't have anything to do with U cache but with your RAM. https://en.wikipedia.org/wiki/Page_fault I'd be curious what kind of results you'd get if you'd set your virtual memory's size to 0 (assuming you can close enough background applications for RAM size not to become an issue).
Windows task manager counts soft ones too. Yes they are orders of magnitude faster than hard ones but they affect or are symptoms of u performance problems. I went to my barebones windows profile to test it with the lowest ram utilization (no shitty windows services or background tasks), didn't get any hard fault ingame. Normally with nothing on the background windows copies everything that is needed to the RAM.
The u is a celeron m from 2008~
I realized, if I play on cutting edge I get frame drops over and over again. I play, framerate is fine at 800 or something and then suddenly it drops really low for just one second, then it's normal again, then it drops again... It seems like it's happening especially if I play doubletime. My computer is old, but i never had this on stable version.
When selecting a different release stream (such as beta) and then selecting another release stream (such as stable) the game crashes, s some files, and then puts you on the release stream you were on before. I think I've posted this before but I can't (be arsed to) find it right now.
once I tried changing back to stabe (as a test) Osu! won't go back to stable but to let you know Osu cutting edge is pretty nice
Just curious... why when I play other games on my discrete GT740m they use my video card on full and not touch integrated video card? While in osu! it working a bit strange... 40% of integrated video usage and 70% of discrete....

What happens if you switch to full-screen? Looks like one of your cards is being used for windows-level rendering, while the other is being used by the game?

peppy wrote: 73101g

What happens if you switch to full-screen? Looks like one of your cards is being used for windows-level rendering, while the other is being used by the game?
Same deal. Just more usage of both GPU's. Also this problem is not related to the OpenGL or DirectX and has existed since the beginning of time ... Osu! can not decide which GPU to use. On the GPU, which is weaker than 740m - 1000 fps, and 740m - 500 fps. I think just because of that. Btw, if you're using integrated video, usage of discrete video obvious is - 0, and with intergrated video I got 500-900 fps, while with 740m only 500 max.

Does your screen flicker black when enabling and disabling fullscreen?

Tom94 wrote: 56z3w

Does your screen flicker black when enabling and disabling fullscreen?
Yes. I'm 100% sure that full screen mode changes nothing in of using both GPUs. Only fps drops from 500+ to 300+
Deleted_4329079

Trosk- wrote: 6k5648

Edit 2: Well, I have been trying some resolutions for a long time, and I only got this result or issue with "HeightFullscreen = 617" (tried with so many different heights, and I only got this with 617, not even with 616 or 618), so, I don't know if it's because of that number in particular, but seems like it...
It's true, what was the chance of me using just that resolution tho :?

power007 wrote: 1b5t3w

Tom94 wrote: 56z3w

Does your screen flicker black when enabling and disabling fullscreen?
Yes. I'm 100% sure that full screen mode changes nothing in of using both GPUs. Only fps drops from 500+ to 300+
Did you already try enforcing your dedicated GPU in the nvidia control ? Here is a video explaining exactly how to do it:

Tom94 wrote: 56z3w

Did you already try enforcing your dedicated GPU in the nvidia control ?
Yes I've tried. Identical behavior of osu!. For example Borderland 2 using 7-10% of Intel GPU and 99% of NVidia GPU.
Deleted_4329079
In the editor, clicking on the song setup tab while in fullscreen mode makes the game lag and it sends me to desktop. Windowed mode fixes it.
While on cutting edge (or beta) I can't alt-tab out of the game. It seems as if I actually do switch to another window, when i do so, but the image from osu persists and prevents me from seeing the other window i've switched too. The problem exists both when in fullscreen, or borderless

It seems the problem is only there, when I use my max resolution (1600x900), or have letterboxing activated.

My computer is a laptop, ASUS N76VJ, with windows 8.1, And here's the specs I could find about my computer
I have the "Prefer no-video s" option selected, but osu!direct is still ing videos by default. I've only tried it with 2 maps that have video (this, in case it matters), but it definitely ed the video for both.
Issue(s) in this thread have been addressed by the following changes:
  1. Never minimize osu! while in the editor due to issues with child forms. (Tom94)
  2. Fix viewport being 1 pixel off while in forced non-exclusive fullscreen mode. (Tom94)
The changes will be applied to builds newer than b20150709cuttingedge.

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.

Drayyne wrote: 2a4451

I realized, if I play on cutting edge I get frame drops over and over again. I play, framerate is fine at 800 or something and then suddenly it drops really low for just one second, then it's normal again, then it drops again... It seems like it's happening especially if I play doubletime. My computer is old, but i never had this on stable version.
Just found out that the framedrops are gone if I restart osu!. But they are cooming back after 10-20 minutes playtime
Can you make sure your system is not overheating and throttling down as a consequence? This is likely in case you are running on a laptop. Try using a frame limiter to reduce your framerate and see if the drops are still as severe.

If this doesn't help, please try closing all background applications while playing osu!.

Tom94 wrote: 56z3w

Can you make sure your system is not overheating and throttling down as a consequence? This is likely in case you are running on a laptop. Try using a frame limiter to reduce your framerate and see if the drops are still as severe.

If this doesn't help, please try closing all background applications while playing osu!.
I don't play on a laptop and my system is not overheating. I tried to cap fps, but it didn't help. Also closed all background applications, still didn't help. But as I said i a previous post, osu! ran perfectly fine on stable version.
Comparing it with stable is not valid in the case of throttling. CE makes more use of the GPU, usually resulting in higher temperatures, but also higher frame rates.

Either way, if you can rule out heat and throttling (this can also happen on desktops), then could you make a screenshot of how the frame time display looks like during the stutters and without stutters for you? You can toggle the display using Ctrl+F11.
If you move the osu! window while it is on the welcome screen, the menu-background of the skin won't load. This gets fixed by reloading the skin.

Doesn't happen on Stable release stream.

Tom94 wrote: 56z3w

Comparing it with stable is not valid in the case of throttling. CE makes more use of the GPU, usually resulting in higher temperatures, but also higher frame rates.

Either way, if you can rule out heat and throttling (this can also happen on desktops), then could you make a screenshot of how the frame time display looks like during the stutters and without stutters for you? You can toggle the display using Ctrl+F11.
Ok, osu! is running good again, the problem was that my computer couldnt handle some storyboard stuff (the framedrops I mentioned just happened again, disabled storyboard and it worked). But I noticed, that if I move my cursor fast the cursor is flickering. Not really a big problem, just wanted to say it.
What do you mean by flicker? Tearing? It happens both on stable and on cuttingedge if you are running in fullscreen mode or have windows aero disabled while not using VSync. There is no way around it unfortunately.

Tom94 wrote: 56z3w

What do you mean by flicker? Tearing? It happens both on stable and on cuttingedge if you are running in fullscreen mode or have windows aero disabled while not using VSync. There is no way around it unfortunately.
Yes, ok didn't know that as i used to play on stable in windowed mode and now on CE in letterboxing + fullscreen. Letterboxing is really nice btw, i love it and can't play without it anymore :) So osu! is running fine again, problem solved.
Hello folks,

relating to this post I made almost a month ago I was now able to make a video of the issue that appears from time to time when I play osu!.

In short:
Sometimes while playing any map in osu! the game is jerking for a split second, i.e. it is not running smoothly for a little moment most likely throwing me outa the beat and mes my play.

Video-Link: https://youtu.be/9Tehv34hiPA
I added further information in the video description.

I appolagize in advance if the video and/or sound quality should be bad, for this is the first time I tryed video editing ^^

Greetz
Kuraiko
Having issues with vsync on fullscreen. As you can see, with VSync enabled, the fps don't have a limit at all. Setting 120/240 sets to 120/240 normally.
Using Intel HD4000.

EDIT: woooops forgot the image.
In the Nvidia Driver you also can disable VSync in the Control of the Driver.
I do not know if this is possible for integrated Graphics. Did you tried that?
Also i am sure you did, when its possible, but i ask just to be sure.
CE still seems to have memory leak(s) after hours of mapping. I mapped a mania map for 4-5 hours and the mem usage rose from ~450 mb to 1.2 gb. The client risks being unusable if you decide to play without restarting beforehand, leading to a black screen with no signs of input or output or even a generic windows crash.

Shizuyi wrote: 65u31

In the Nvidia Driver you also can disable VSync in the Control of the Driver.
I do not know if this is possible for integrated Graphics. Did you tried that?
Also i am sure you did, when its possible, but i ask just to be sure.
When you use Intel IGPU, the nvidia options are disabled. I have tried forcing it in Intel settings, without effect.
Play a map with Nightcore mod
Watch the replay
Turn off Nightcore
The speed/pitch is correct, but you still hear the added sounds (claps/cymbals/beats etc.)

Also, if you watch a replay with NC, and set play back speed to 0.5, it'll be normal pitched, but if you disable NC, it'll be lower pitched
Even more: If you set play back speed to 2, with NC on it'll be incredibly high pitched (<3), with NC off it'll be pitched like NC normally

So many NC bugs O.o

Kinda off-topic, when was x2 replay speed ed for DT/NC?

baraatje123 wrote: 5t724b

Play a map with Nightcore mod
Watch the replay
Turn off Nightcore
The speed/pitch is correct, but you still hear the added sounds (claps/cymbals/beats etc.)

Also, if you watch a replay with NC, and set play back speed to 0.5, it'll be normal pitched, but if you disable NC, it'll be lower pitched
Even more: If you set play back speed to 2, with NC on it'll be incredibly high pitched (<3), with NC off it'll be pitched like NC normally
I can reproduce it, but I don't know if this can be "fixed" or not, since the added sounds are added on the beatmap itself when you put NC on... So, maybe it's "intended".

And the pitch thing, I think it's normal behaviour.

baraatje123 wrote: 5t724b

Kinda off-topic, when was x2 replay speed ed for DT/NC?
At the same time as the feature to disable mods on replays, I believe.
I think it's not inteded
Previously, with NC on and 0.5 speed, it played at low pitch
Now with NC toggled off and 0.5 speed it plays low pitched, it's normal pitched if NC is not toggled off

baraatje123 wrote: 5t724b

I think it's not inteded
Previously, with NC on and 0.5 speed, it played at low pitch
Now with NC toggled off and 0.5 speed it plays low pitched, it's normal pitched if NC is not toggled off
Well.. Maybe you are right.. Let's wait for someone who can say something about this.

baraatje123 wrote: 5t724b

lay a map with Nightcore mod
Watch the replay
Turn off Nightcore
The speed/pitch is correct, but you still hear the added sounds (claps/cymbals/beats etc.)

Also, if you watch a replay with NC, and set play back speed to 0.5, it'll be normal pitched, but if you disable NC, it'll be lower pitched
Even more: If you set play back speed to 2, with NC on it'll be incredibly high pitched (<3), with NC off it'll be pitched like NC normally

So many NC bugs O.o
Similiar thread with NC bug(s). And nobody STILL bothered to reply to it since.

abraker wrote: 5u2f3m

baraatje123 wrote: 5t724b

lay a map with Nightcore mod
Watch the replay
Turn off Nightcore
The speed/pitch is correct, but you still hear the added sounds (claps/cymbals/beats etc.)

Also, if you watch a replay with NC, and set play back speed to 0.5, it'll be normal pitched, but if you disable NC, it'll be lower pitched
Even more: If you set play back speed to 2, with NC on it'll be incredibly high pitched (<3), with NC off it'll be pitched like NC normally

So many NC bugs O.o
Similiar thread with NC bug(s). And nobody STILL bothered to reply to it since.
Well, mod toggle only appears on CE (idk about Beta) so I didn't make a new thread
I made a quick video (and image) showing a bug with the Osu! button in song select. I'm not sure how to recreate it. Refreshing skin didn't affect it and it occurred on any song/game mode etc.

Edit: happens even after restarting

Dionysaw wrote: 9206h

I made a quick video (and image) showing a bug with the Osu! button in song select. I'm not sure how to recreate it. Refreshing skin didn't affect it and it occurred on any song/game mode etc.
Seems like something is broken on this build. I didn't do anything, just press the button and not moving the cursor after clicking and I got this effect too.

It is the same issue as here, I guess. p/4302697

Got the same Problem.
+1 got the same issue here too
Issue(s) in this thread have been addressed by the following changes:
  1. Fix osu! logo fade out being displayed weirdly at song select. (peppy)
The changes will be applied to builds newer than b20150715.3cuttingedge.

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.
Since the Update today my osu! frequently changes back the stream to stable on his own accord. So i close osu! open it again a few hours later and it updates for 1min and im back on stable. I go back to gutting edge and close it later again. NOw when i open it it again updates and im on stable release stream. Dont know what this is exactly.

And second on Fullscreen Letterbox 1366x768 after playing a map my ranking disappears.
Problem Details: There seems to be a small bug with the client atm and the display of accuracy/level behind the ranking display. Whenever a song is quit partway through the stats aforementioned disappear(refer to picture provided). Upon completing a map however the returns to how it normally is. I've been able to re-create this bug multiple times and it persisted past restarting the game.


Video or screenshot showing the problem:




osu! version: 20150715.4cuttingedge
That text is just invisible :D
It's heavy connected with the last fix reported t/259747. Please follow that thread for further info.
Issue(s) in this thread have been addressed by the following changes:
  1. Revert "Fix osu! logo fade out being displayed weirdly at song select." (WujekGrzyb)
  2. Fix osu! logo and behaviour at song select. (WujekGrzyb)
The changes will be applied to builds newer than b20150715.4cuttingedge.

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.
Topic Starter
Can I have an update on programs that may cause crashes when running the game? I doubt we can do anything about it, but curious if the problem still persists with some programs.
I discovered a bug on the TargetPractice mode

How to reproduce:
- Enable targetpractive mode
- Watch a replay (Osu!)

You will see that there is a countdown at the start of the replay even if the map doesn't have one (which I think is not intended)
Video showing the bug : https://www.youtube.com/watch?v=lcVUKmSfF0g
I'm not getting exactly that behaviour (maybe because i just tried it with online rankings) but there's definitly some problem about that.
In my case it just starts the replay immediatly superfast and then slows down to the pace the replay is supposed to run on.
Issue(s) in this thread have been addressed by the following changes:
  1. Fix Target Practice counting being applied to spectator/replay plays. (peppy)
The changes will be applied to builds newer than b20150716cuttingedge.

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.
Another problem i have is the fruit catcher won't move when i play CTB on a Song called Raise This Barn when i press the arrow keys and lags by being stuck sometimes :cry:
Topic Starter
Please show us a screenshot of your frame time display when this problem occurs. Use ctrl + f11 to trigger it.
Hello, i found bug frame with your stats (in game).
Problem description:
When you hover the mouse on frame in Experimental version, frame don't light up (screen), but in Stabe version frame light up (screen). Also sometimes informations light up even if the cursor is not above it (screen).

FarmerSA wrote: 3k2y6w

Hello, i found bug frame with your stats (in game).
Problem description:
When you hover the mouse on frame in Experimental version, frame don't light up (screen), but in Stabe version frame light up (screen). Also sometimes informations light up even if the cursor is not above it (screen).

I can confirm this. It doesn't seem to change state after entering the song selection screen.
Meaning that if you're quick enough you can also cause it to stay lit up.

Adding to OP...
If you a map via the osudirect button on the website while in a song (I was in a Team Vs multi match ) the osu!direct will stay after the song (or did). Have not tested for versions other than cutting edge and havent tried recreating yet.
Hello, I'm here to report a bug. When I click on a link in osuthe game take me off, usually it's to show me the osu website. BUT now, nothing and at this moment osu is just a black screen. It's impossibble to use osu.

b20150414.2

konekoco wrote: 5h4u2e

Hello, I'm here to report a bug. When I click on a link in osuthe game take me off, usually it's to show me the osu website. BUT now, nothing and at this moment osu is just a black screen. It's impossibble to use osu.

b20150414.2
This thread is for Cutting Edge only bugs. Since you are using Stable version, you should have made a thread yourself for your problem. Do not create another one, since I guess a mod will do it.

Regarding the issue, do you have the browser that you usually use set to default? If not, try to set it as Default Browser and try again...
Topic Starter
I may have figured out how to trigger the Editor softlock. I was creating a guest map and I was creating a slider with many sliderpoints, and was making lots of shape adjustments to get it right. Testing however froze the game. I managed to check the frame time display the second time after creating another test shape, and there are a bunch of swap buffer spikes when entering test build.

The swap buffer spikes are an indicator that the game will soon just stop responding entirely.
I found a bug when playing with multiple monitors. When you launch the game in windowed mode it will launch osu! on whichever screen your mouse is on. However, when you launch osu! in fullscreen or letterboxing it launches on your main monitor. I like the way it works in windowed mode, because I personally play on my middle monitor but I use my left one as my main one, so I think that should stay but be compatible with letterboxing and even fullscreen.

Kon wrote: 711xp

I found a bug when playing with multiple monitors. When you launch the game in windowed mode it will launch osu! on whichever screen your mouse is on. However, when you launch osu! in fullscreen or letterboxing it launches on your main monitor. I like the way it works in windowed mode, because I personally play on my middle monitor but I use my left one as my main one, so I think that should stay but be compatible with letterboxing and even fullscreen.
Well... That's not a bug at all. p/4264899
Issue(s) in this thread have been addressed by the following changes:
  1. Fix local not handling hover events. (TheVileOne)
The changes will be applied to builds newer than b20150719.3cuttingedge.

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.
Deleted_4329079

VeilStar wrote: 74923

I'm not entirely sure what the hell was going on here...
I messed around with the slidervelocity causing my sliderends to be unsapped, and this happened...

I'm not entirely sure if this is cuttingedge-specific or not.
When I saved the map and re-opened it in the editor didn't say my sliders were unsapped anymore.

https://www.youtube.com/watch?v=kRZNV6scCl0
This is still happening, I had the exact same issue yesterday on cutting edge while trying to fix unsnapped slider ends. Copy-pasting them on the same place solved it.
Hi,

I guess I have some problem with game performance on cuttingedge. Quite some time ago (when the ce45 branch merged with cuttingedge IIRC) i was able to get like 600-800 FPS on the new OpenGL renderer. However now, I get only like 150-350.

I noticed that it happens only on maps with videos, and after disabling videos in settings altogether, I noticed that the FPS increased (but not to what it was previously)
Can you post the contents of gl_info.txt in your osu! folder? It should exist on cutting edge.

Tom94 wrote: 56z3w

Can you post the contents of gl_info.txt in your osu! folder? It should exist on cutting edge.
Here goes: http://pastebin.com/wVi8ET0b

//EDIT: I'm on latest Windows 10 Insider Preview if that's important.
The gl info looks normal. Video playback does incur a performance penalty, that's for sure, so do storyboard. But other than that you should be good to go. Please make sure osu! is using your discrete graphics card and not your integrated graphics in case you have one.
Deleted_4329079
In the editor, some sliders appear with no numbers after using symetry shortcuts. If you save the map and load it again, it stops happening.

Tom94 wrote: 56z3w

The gl info looks normal. Video playback does incur a performance penalty, that's for sure, so do storyboard. But other than that you should be good to go. Please make sure osu! is using your discrete graphics card and not your integrated graphics in case you have one.
But should the performance drop happen if the video/storyboard is 100% dimmed? Because I'm pretty sure that I had a constant 600FPS until recently, even with videos enabled (but with 100% background dim). Also, my FPS on stable is higher all the time with videos on.
when you're playing and you press F9 2 times bancho appears in front of the game but you can still play and key entered are working in both chat and game

EDIT: I also have the "hide chat" option enabled

Trosk- wrote: 6k5648

Kon wrote: 711xp

I found a bug when playing with multiple monitors. When you launch the game in windowed mode it will launch osu! on whichever screen your mouse is on. However, when you launch osu! in fullscreen or letterboxing it launches on your main monitor. I like the way it works in windowed mode, because I personally play on my middle monitor but I use my left one as my main one, so I think that should stay but be compatible with letterboxing and even fullscreen.
Well... That's not a bug at all. p/4264899
I understand that, and as I said I like the feature, but it only works with windowed mode and not with letterboxing/fullscreen. The osu! circle shows up on the correct monitor pre-launch, but when the game actually launches it does so on the main monitor.

Deleted_4329079
When spectating auto with vsync on, the game stutters everytime it hits a circle.

Issue(s) in this thread have been addressed by the following changes:
  1. Fix health graph rendering on results screen. (peppy)
The changes will be applied to builds newer than b20150720beta.

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.
Issue(s) in this thread have been addressed by the following changes:
  1. Fix threading issue when hitting enter after entering credentials. (peppy)
The changes will be applied to builds newer than b20150720.3cuttingedge.

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.
Problem Details: As the title said. Played the map on the 18th July 2015 (multiplayer). Played it again on the 19th and today (20th) just noticed it has the replay from the 18th in the Local Ranking board.

Played the multiplayer game on the 18th with osu!Beta version and not stable.



Video or screenshot showing the problem:

Replay: http://puu.sh/j61jH/b132a699a3.osr (Failed around 75% percent through the map adjusting my grip.)
Map: https://osu-ppy-sh.tvgratuite.org/b/178966&m=0 (Talent Shredder) [0108 style]



osu! version: 20150720beta

PS. Will brb in a bit, fixing my graphics drivers real quick.
The Flashlight overlay in during map loading in multiplayer is screwed.

The center point of the overlay is the top left of the screen instead of the center of the screen.
(Or is the actual issue not incorrect positioning?)

Happens only in cutting edge & beta.

NeVe12p4wNeD wrote: 2b6s2p

<stuff about multiplayer replays>
Merged your post to this thread as that's not a feature on Stable. I can confirm that this happens.
It ONLY happens if you died somewhere on the map but revived and were alive when the map finished.
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