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

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I get drops in fps everytime a slider is drawn while they are snaking.

Screenshots are with frame time display open and played on this map: https://osu-ppy-sh.tvgratuite.org/b/541990


I normally get 1.6ms up to 3ms when sliders appear on stable with snaking.
On cuttingedge I get 1.6ms up to 6ms when slightly longer sliders appear with snaking on.

I have an Intel Core i3-4158U processor with an integrated Intel Iris Graphics 5100 graphic card on a laptop if it is of any help.
Please check the Tag-Coop multiplayer. The FPS has large lag between Player changes, especially with Tag4 map. Between 240fps (player) and I (Unlimited) slows down extremely. Nevertheless again need the ability to create infinite FPS again. Simply remove and still make more problems is just not good. Earlier Osu was much better, even with DirectX. :|
Tag-coop will be fixed. Any other issues?
Please remain infinitely In Map-breaks to avoid lags after the break. Especially with Taiko and other modes shows. (Map-breaks are in the gameplay)

Thanks
That is also on the list.
Having the crashing issue in Editor as well, it crashed like 10 times in the last 5 minutes. Not sure what exactly causes it, sometimes it crashes when I recently select a slider and then start playback with Space, or I enter test mode with F5.

Crash stack trace
System.NullReferenceException: Object reference not set to an instance of an object.
at #=q9GxgMiQXsfDoqSRge5soyed_xXP4dR$Hoyt1Q3LMiCs8brIcwE43CzfvCG4pnhj0..ctor(#=qwnNZs0Ef91v6qUQ2Dql3_CylxtJkxUM8qBiTklCY7zO6XZ_GJFrnaJEKGI2BAHs0 #=qggTadKBNaceF2LxEwq9Lqw==, Nullable`1 #=qlIVk6Fb7tbKW0gbwZQIxaORuVENEXrsdDEvot_Am4Cc=)
at #=qt8QVeOF2zKeHfpCsuXvGOTm7cuHsciIBsCJOSmFdLd705A7qSIdiE3FiDvcHFo7l.                            ()
at #=qb32qBMopZEkaa5T78L88StQPodbbNLzDSRPliKEi$jc_uGgJLpRXJewwuZy9z8HA.#=q3G3Pdz$saF2KxiiJtdLZhw==()
at #=qk3kNruro8ZNNkz2R174B0g==.#=qsKE4uJLqWGFKFdqxlS2PVw==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=qpkYJHpK0Vdtx0Y0f3a0CrQ==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at #=qjbTnv2bKX_GK$dbNKehgVEMrHBAXZxJ1W4jcnv0UGLo=.#=q1TBXYQfcSj_A56vxhQoYlw==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qD8sC4RyoLqsIJ5YQyxfudQ==)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g=(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qsXwW2DNHeodBGpaV7mcYxA==.#=qGBAeDmWvMrD_1fT$1GSwAA==(String #=qNXjgKZrIXmvpyLIRFIzTnw==, Boolean #=qlbV2RgzpVfxTfwZQvX270awAoYAZhqKsvxn1nGKs0Fg=, Boolean #=qSQeuJLFcOtY8uWvcxuK_KQ==)

Hathz wrote: 2bw4x

Having the crashing issue in Editor as well, it crashed like 10 times in the last 5 minutes. Not sure what exactly causes it, sometimes it crashes when I recently select a slider and then start playback with Space, or I enter test mode with F5.

Crash stack trace
System.NullReferenceException: Object reference not set to an instance of an object.
at #=q9GxgMiQXsfDoqSRge5soyed_xXP4dR$Hoyt1Q3LMiCs8brIcwE43CzfvCG4pnhj0..ctor(#=qwnNZs0Ef91v6qUQ2Dql3_CylxtJkxUM8qBiTklCY7zO6XZ_GJFrnaJEKGI2BAHs0 #=qggTadKBNaceF2LxEwq9Lqw==, Nullable`1 #=qlIVk6Fb7tbKW0gbwZQIxaORuVENEXrsdDEvot_Am4Cc=)
at #=qt8QVeOF2zKeHfpCsuXvGOTm7cuHsciIBsCJOSmFdLd705A7qSIdiE3FiDvcHFo7l.                            ()
at #=qb32qBMopZEkaa5T78L88StQPodbbNLzDSRPliKEi$jc_uGgJLpRXJewwuZy9z8HA.#=q3G3Pdz$saF2KxiiJtdLZhw==()
at #=qk3kNruro8ZNNkz2R174B0g==.#=qsKE4uJLqWGFKFdqxlS2PVw==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=qpkYJHpK0Vdtx0Y0f3a0CrQ==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at #=qjbTnv2bKX_GK$dbNKehgVEMrHBAXZxJ1W4jcnv0UGLo=.#=q1TBXYQfcSj_A56vxhQoYlw==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qD8sC4RyoLqsIJ5YQyxfudQ==)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g=(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qsXwW2DNHeodBGpaV7mcYxA==.#=qGBAeDmWvMrD_1fT$1GSwAA==(String #=qNXjgKZrIXmvpyLIRFIzTnw==, Boolean #=qlbV2RgzpVfxTfwZQvX270awAoYAZhqKsvxn1nGKs0Fg=, Boolean #=qSQeuJLFcOtY8uWvcxuK_KQ==)
Same thing here. I'm happy it asks to save before it restarts.
EDIT: just to add: I was moving a storyboard element when it happened, so it doesn't only happen with gameplay objects.

Crash report
System.NullReferenceException: Object reference not set to an instance of an object.
at #=q9GxgMiQXsfDoqSRge5soyed_xXP4dR$Hoyt1Q3LMiCs8brIcwE43CzfvCG4pnhj0..ctor(#=qwnNZs0Ef91v6qUQ2Dql3_CylxtJkxUM8qBiTklCY7zO6XZ_GJFrnaJEKGI2BAHs0 #=qggTadKBNaceF2LxEwq9Lqw==, Nullable`1 #=qlIVk6Fb7tbKW0gbwZQIxaORuVENEXrsdDEvot_Am4Cc=)
at #=qt8QVeOF2zKeHfpCsuXvGOTm7cuHsciIBsCJOSmFdLd705A7qSIdiE3FiDvcHFo7l. ??? ? ? ?? ? ? ? ()
at #=qb32qBMopZEkaa5T78L88StQPodbbNLzDSRPliKEi$jc_uGgJLpRXJewwuZy9z8HA.#=q3G3Pdz$saF2KxiiJtdLZhw==()
at #=qk3kNruro8ZNNkz2R174B0g==.#=qsKE4uJLqWGFKFdqxlS2PVw==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=qpkYJHpK0Vdtx0Y0f3a0CrQ==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at #=qjbTnv2bKX_GK$dbNKehgVEMrHBAXZxJ1W4jcnv0UGLo=.#=q1TBXYQfcSj_A56vxhQoYlw==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qD8sC4RyoLqsIJ5YQyxfudQ==)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g=(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qsXwW2DNHeodBGpaV7mcYxA==.#=qGBAeDmWvMrD_1fT$1GSwAA==(String #=qNXjgKZrIXmvpyLIRFIzTnw==, Boolean #=qlbV2RgzpVfxTfwZQvX270awAoYAZhqKsvxn1nGKs0Fg=, Boolean #=qSQeuJLFcOtY8uWvcxuK_KQ==)
My collection got deleted twice

Hathz wrote: 2bw4x

Having the crashing issue in Editor as well, it crashed like 10 times in the last 5 minutes. Not sure what exactly causes it, sometimes it crashes when I recently select a slider and then start playback with Space, or I enter test mode with F5.

Crash stack trace
System.NullReferenceException: Object reference not set to an instance of an object.
at #=q9GxgMiQXsfDoqSRge5soyed_xXP4dR$Hoyt1Q3LMiCs8brIcwE43CzfvCG4pnhj0..ctor(#=qwnNZs0Ef91v6qUQ2Dql3_CylxtJkxUM8qBiTklCY7zO6XZ_GJFrnaJEKGI2BAHs0 #=qggTadKBNaceF2LxEwq9Lqw==, Nullable`1 #=qlIVk6Fb7tbKW0gbwZQIxaORuVENEXrsdDEvot_Am4Cc=)
at #=qt8QVeOF2zKeHfpCsuXvGOTm7cuHsciIBsCJOSmFdLd705A7qSIdiE3FiDvcHFo7l.                            ()
at #=qb32qBMopZEkaa5T78L88StQPodbbNLzDSRPliKEi$jc_uGgJLpRXJewwuZy9z8HA.#=q3G3Pdz$saF2KxiiJtdLZhw==()
at #=qk3kNruro8ZNNkz2R174B0g==.#=qsKE4uJLqWGFKFdqxlS2PVw==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=qpkYJHpK0Vdtx0Y0f3a0CrQ==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at #=qjbTnv2bKX_GK$dbNKehgVEMrHBAXZxJ1W4jcnv0UGLo=.#=q1TBXYQfcSj_A56vxhQoYlw==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qD8sC4RyoLqsIJ5YQyxfudQ==)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g=(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qsXwW2DNHeodBGpaV7mcYxA==.#=qGBAeDmWvMrD_1fT$1GSwAA==(String #=qNXjgKZrIXmvpyLIRFIzTnw==, Boolean #=qlbV2RgzpVfxTfwZQvX270awAoYAZhqKsvxn1nGKs0Fg=, Boolean #=qSQeuJLFcOtY8uWvcxuK_KQ==)
It also happens to me in the editor as well. It seems get triggered by selecting some notes, but I cannot reproduce the bug properly since it doesn't always happen:
SPOILER
System.NullReferenceException: Object reference not set to an instance of an object.
at #=q9GxgMiQXsfDoqSRge5soyed_xXP4dR$Hoyt1Q3LMiCs8brIcwE43CzfvCG4pnhj0..ctor(#=qwnNZs0Ef91v6qUQ2Dql3_CylxtJkxUM8qBiTklCY7zO6XZ_GJFrnaJEKGI2BAHs0 #=qggTadKBNaceF2LxEwq9Lqw==, Nullable`1 #=qlIVk6Fb7tbKW0gbwZQIxaORuVENEXrsdDEvot_Am4Cc=)
at #=qt8QVeOF2zKeHfpCsuXvGOTm7cuHsciIBsCJOSmFdLd705A7qSIdiE3FiDvcHFo7l.                            ()
at #=qb32qBMopZEkaa5T78L88StQPodbbNLzDSRPliKEi$jc_uGgJLpRXJewwuZy9z8HA.#=q3G3Pdz$saF2KxiiJtdLZhw==()
at #=qk3kNruro8ZNNkz2R174B0g==.#=qsKE4uJLqWGFKFdqxlS2PVw==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=qpkYJHpK0Vdtx0Y0f3a0CrQ==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at #=qjbTnv2bKX_GK$dbNKehgVEMrHBAXZxJ1W4jcnv0UGLo=.#=q1TBXYQfcSj_A56vxhQoYlw==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qD8sC4RyoLqsIJ5YQyxfudQ==)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g=(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qsXwW2DNHeodBGpaV7mcYxA==.#=qGBAeDmWvMrD_1fT$1GSwAA==(String #=qNXjgKZrIXmvpyLIRFIzTnw==, Boolean #=qlbV2RgzpVfxTfwZQvX270awAoYAZhqKsvxn1nGKs0Fg=, Boolean #=qSQeuJLFcOtY8uWvcxuK_KQ==)
I'm not sure if this has already been reported, but here the pause notice doesn't stop popping, even in pause or while playing, chatting etc. My escape key is working correctly, I can even close chat by pressing Esc normally etc. Just, the notice doesn't stop popping up. I don't know how this happened.
http://imgcc.xyz/AXUq/f533b7

smoogipooo wrote: 4a5y4s

@Multtari: Can you replicate this in the editor?
Yes, it happens during Kiai time.

a loli wrote: 6m6g5y

it's hard (for me) to record it in any better quality, try looking at the (3) pink slider at 14s and the (3) blue slider at 21s, or the two sliders at 36s. There's an outline of a slider that extends near the actual slider. It is a lot more noticeable in the actual gameplay
i can confirm this. Some sliders do have a "shadow" in the same form as the real one. it´s confined to the same slider in every play of the same map and it´s not often. Some maps don´t have it at all. I have a vid where it should be distinguishable but i need to find a way to shrink and it first.

Maldenarus wrote: 4i1j

a loli wrote: 6m6g5y

it's hard (for me) to record it in any better quality, try looking at the (3) pink slider at 14s and the (3) blue slider at 21s, or the two sliders at 36s. There's an outline of a slider that extends near the actual slider. It is a lot more noticeable in the actual gameplay
i can confirm this. Some sliders do have a "shadow" in the same form as the real one. it´s confined to the same slider in every play of the same map and it´s not often. Some maps don´t have it at all. I have a vid where it should be distinguishable but i need to find a way to shrink and it first.
I thought I was just tired lol, but there really was a barely visible second slider?

Maldenarus wrote: 4i1j

a loli wrote: 6m6g5y

it's hard (for me) to record it in any better quality, try looking at the (3) pink slider at 14s and the (3) blue slider at 21s, or the two sliders at 36s. There's an outline of a slider that extends near the actual slider. It is a lot more noticeable in the actual gameplay
i can confirm this. Some sliders do have a "shadow" in the same form as the real one. it´s confined to the same slider in every play of the same map and it´s not often. Some maps don´t have it at all. I have a vid where it should be distinguishable but i need to find a way to shrink and it first.
Just "upping", since I experienced this same issue.

I tested in this map: Toyosaki Aki - Diamond

The "shadow slider" appears in the chorus.

I tried to print some of them using autoplay + 0.5x speed.
not sure if it's related to the shadow slider problem or anyone else has this problem, but the latest update with sliders create more latency and cause fps problems, as well as a small bump in u usage. previously, the u usage was about 10 - 20% at most and now any map with lots of sliders (or rather, quite a lot of maps with sliders) will increase u usage to 30%+ and decrease fps to even 1 fps, ms being up to heights such as 500 ms.
I thought I was experiencing serious eye problems but it seems I'm not the only one with the weird sliders.
I have only seen them during Kiai time, although not I didn't notice it with all sliders. It's difficult to make a screenshot of it, but on this map it's really obvious something weird is going on there (a little bit before the first break).
Topic Starter
I don't see anything wrong with that map. I noticed that deselecting a map doesn't remove the selection border of the slider.
It's a weird "ghost" of the the next slider you're about to hit after the object you're busy with at that moment, that appears and moves for a brief moment.

here's a short video where it should be obvious
I have also been experiencing this "slider shadow" that people are talking about, and I think it's something to do with kiai time, as I've only seen it happen during kiai time.


I've found it very noticeable on Hello,Planet.

Video where the screenshot was taken
Issue(s) in this thread have been addressed by the following changes:
  1. Fix slider border colour not updating when it is selected. (TheVileOne)
The changes will be applied to builds newer than b20151106.1cuttingedge.

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 ghost sliders during kiai time. (peppy)
The changes will be applied to builds newer than b20151106.2cuttingedge.

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.
Issue(s) in this thread have been addressed by the following changes:
  1. Allow FPS to remain unlimited as long as the is in play mode and not paused. (peppy)
The changes will be applied to builds newer than b20151106.3cuttingedge.

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.
I'm on the latest version of cuttingedge, where it is said that this issue has been fixed. I'm not sure if this is what you meant as ghost slider, but it sure does mess up my reading.




osu! version: 20151106.4cuttingedge
It's still happening. t/382892
Are you sure you're updated?
Yes!
Which map are you replicating this on? Is the BPM crazy high?
It doesn't happen just on that specific slider, either. It happens randomly through other sliders from what I have noticed. I've played different maps all day long and still had this happen to me.
I don't normally encounter many errors while playing, so I don't usually make posts about them, but here seems like exactly the right place for this...

I started getting this odd error in the beatmap selection menu. The preview BG images are being taken from other beatmaps I have loaded. A few examples:

http://puu.sh/lbefy/dabdc21b6b.jpg

http://puu.sh/lbeh3/3b35cab190.jpg

http://puu.sh/lbei5/bc89bdbc89.jpg

Obviously not game-breaking, but certainly odd.

If there's some kind of log somewhere that would be helpful if posted, I still have the instance of the game open from when these screens were taken. Figured I should report this before I started playing today. :p
Issue(s) in this thread have been addressed by the following changes:
  1. Add header to log files. (peppy)
The changes will be applied to builds newer than b20151106.5cuttingedge.

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 instance of the (still occuring) ghost sliders: http://puu.sh/lbj7d/d9e7b7952b.mp4

On Cutting Edge b20151106.7

Map: https://osu-ppy-sh.tvgratuite.org/b/256499 During the first kiai time.
I think that when playing HD, during kiai times, clicked circles are "ghosting" like fading and lasting too long... I dont know if this is bug or something..
The sliders kind of appears early but disappears quickly, and it gets that ghostly effect. I've ed a video to show the bug:

https://www.youtube.com/watch?v=WEDVaP03IQk
It occurs around 1:25.

Rickput wrote: tb6i

Another instance of the (still occuring) ghost sliders: http://puu.sh/lbj7d/d9e7b7952b.mp4

On Cutting Edge b20151106.7

Map: https://osu-ppy-sh.tvgratuite.org/b/256499 During the first kiai time.
This one actually.
Map files kinda "start" to early. not sure if this got reported before.
https://www.youtube.com/watch?v=FmXdVe0Xw

mrks wrote: 53d5d

Map files kinda "start" to early. not sure if this got reported before.
https://www.youtube.com/watch?v=FmXdVe0Xw
Make sure that you didn't move your Universal offset in the options.

Trosk- wrote: 6k5648

mrks wrote: 53d5d

Map files kinda "start" to early. not sure if this got reported before.
https://www.youtube.com/watch?v=FmXdVe0Xw
Make sure that you didn't move your Universal offset in the options.
it is set to 0
edit: ok nevermind for some reason it changedto 276 lol
New problem is back. FPS Lag is back, red dots in Game. I cant play this. Please Check and Fix. :(




The last version was not so, please fix. It has become absolutely unplayable.

Fatal3ty wrote: 2r6f33

New problem is back. FPS Lag is back, red dots in Game. I cant play this. Please Check and Fix. :(

Provide your performance.log please. You will find it in the Logs folder of your installation.

Trosk- wrote: 6k5648

Provide your performance.log please. You will find it in the Logs folder of your installation.
http://puu.sh/lbBMk/3749bbbbfa.log here is my log

I disabled animated sliders, lag is done. Enable animated Sliders = FPS Lag since lastet Version :(

Edit: Problem is solved. A program in the background running an update because the causes lag. :roll:
Issue: If you look at a local replay from a different game mode map than the one you have currently selected (for ex. taiko) while you have selected mania/std/ctb/(taiko) it will generate a new instance of the local score.

Image (if really needed, it just duplicates it):
Well sorry, even though the updater says it got fixed, there's still ghost sliders in there, for example here.
Although I feel like there's less of them than before. In that map I only had two if I'm correct.
Issue(s) in this thread have been addressed by the following changes:
  1. Fix remaining ghost sliders during kiai time. (Damnae)
The changes will be applied to builds newer than b20151106.8cuttingedge.

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'm getting some lag spikes during play, it goes all the way from 0.5ms to 32ms.
Performance log.
Topic Starter
There seems to be spinners where auto doesn't reach 477 spm. https://osu-ppy-sh.tvgratuite.org/b/765958 Check this map out for an example.
I got issue today when playing multi. After song is complete, if you change the result to another player, the graph isn't generated, even if you're back to original player
Probably well known that spectator is currently broken but I'm still going to post this, because I didn't find it with the thread search function;
This time I had the issue that my client played the beatmap that the player did before with the cursor movement and taps of the map that he was currently playing.
Don't know if it matters but he was in a multiplayer lobby that used scoreV2. Video can be provided but won't show any more than what I described.
Hello there, once again. We german players still get kind of "rejected" by bancho, we get disconnects every few seconds (broken chain), even the OWC players have those problems (the connection error is on stable and beta too). The Spectator-Client can't spectate the german players well if they get the disconnection chain every few seconds. The Log displays that the servers is blocking our connection (Log can be found in my previous posts).
@Denro: are you sure you are on the latest build? I made a fix which should 99.9999999% fix this yesterday.
Issue(s) in this thread have been addressed by the following changes:
  1. Add new debug menu and framework. (peppy)
The changes will be applied to builds newer than b20151110.1cuttingedge.

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.
Not really an issue, but more of a side note: Enabling NoAsyncReads in the debug menu provides a noticeable input latency reduction (for me, at least). I'm no programmer, so I'm just wondering why this is the case, and why the game doesn't behave this way by default?
how are you testing? that sounds impossible to be true.
my current version is b20151110.4 cuttingedge

I found a bug, which is each time you play the beatmap, you can see the screen delay/lag for a long time, and there are lots of red squares on the bottom right it means there are serious lag.
before 1107 cuttingedge everything is fine, but since version 1108 I can't bear the lag anymore...I can't believe this bug in my osu client :cry:

u: I7-6700k 4Ghz
gpu: Nvidia GeForce GTX970
memory: Kingston 8Gx2 ddr3 2400
monitor: BenQ XL2411z

No fps limited.
Graphics driver is the latest.

I think my equipment is ok, but how can I deal with it...
In other words, the screen has a slightly lag through the whole beatmap playing, and I can't predict when the lag happens..

peppy wrote: 73101g

how are you testing? that sounds impossible to be true.
I was just reporting by how it felt in-game, but since you asked: I took out my DSLR and (rather hastily/sloppily) recorded 60fps footage of myself snapping my cursor back and forth with it enabled (and again with it disabled), and examined the footage frame-by-frame. The cursor indeed seemed to match my hand movements more closely with the NoAsyncReads option enabled. It's a rather unscientific way of measuring, but it does show a difference in responsiveness.

(I'll refrain from posting my sloppy footage, but if you want me to proof, just ask, and I'll try to get a clearer recording)

Nagamine Tomoki wrote: 5v1c2c

In other words, the screen has a slightly lag through the whole beatmap playing, and I can't predict when the lag happens..


if you're using cutting edge, please learn how to report issues. need performance.log and frame graph screenshots at very least.

peppy wrote: 73101g

Nagamine Tomoki wrote: 5v1c2c

In other words, the screen has a slightly lag through the whole beatmap playing, and I can't predict when the lag happens..
if you're using cutting edge, please learn how to report issues. need performance.log and frame graph screenshots at very least.
Sorry :?
Here are the performance.log


The lags happened in random, I guess it happens while sliders appeared?
Also, game playing has more lags than watching a replay.
The latest update seems to have made my game more responsive than ever (with NoAsyncReads disabled, of course)
EDIT: Nope, I lied. It seems that if I do anything with the toggle, it seems to have an immediate noticeable effect on input latency (regardless of setting) until I restart the game.

But one more thing: I've also noticed that osu! tends to ignore my AMD driver's "flip queue size" setting (aka "max pre-rendered frames" on Nvidia) unless I set the in-game frame limiter to Vsync and then force-disable Vsync through the GPU. The game seems to run at the default of 3, so I'm forced to use the Vsync workaround in order to use anything lower. This behaviour does not occur when using the DX renderer in the fallback build.
(This setting also affects input latency, so perhaps forcing a pre-render queue of 1 if possible would be better for everyone)

EDIT: Flip queue size also seems to work properly in compatibility mode.

peppy wrote: 73101g

@Denro: are you sure you are on the latest build? I made a fix which should 99.9999999% fix this yesterday.
Yeah it´s fixed, at least for me. Got no more broken chains since yesterday and had them frequently before. Thank you.
Any word on this problem?

It's even worse now on cutting-edge (happens every few seconds and lasts over 10 seconds) but it also seems to happen in the latest stable as well. (much less often, around once per 5 minutes)
^I'm pretty sure the team has already been hard at work fixing lagspikes and stutters for the past while or so... I think the easiest way to help out is by taking screenshots of your frametime graph (Ctrl+F11) when it happens, and ing your performance.log file.
@Peppy, Seems like it is fixed now, thanks a lot. :) No more connection issues while playing the game!
Issue(s) in this thread have been addressed by the following changes:
  1. Temporarily change net code to attempt to fix stuttering experienced by some. (peppy)
The changes will be applied to builds newer than b20151112.3cuttingedge.

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.
Frame drops in CE

Log http://pastebin.com/nEnpKCdg

I can play for about 10 minutes Before my frame drops from Normal To 30-50 fps and heavy lag
@Nokui is this new behaviour?
Can't really say I took a few weeks off to stydy(since the 21/10/15). Updated and started playing today and this happened
It looks to be a common issue, if you are also experiencing very high u usage alongside (please check).
d4sh_old_1
same, cant play more than 10 mins (80-100% u usage on osu)
got perfect pc, yesterday all was fine
I am getting high U usage, Guess I'll go to beta for a wile since it seems to be fine there.
d4sh_old_1
btw got same lags in cuttingedge
Issue(s) in this thread have been addressed by the following changes:
  1. Fix infinite exception hell (high U usage). (peppy)
The changes will be applied to builds newer than b20151112.4cuttingedge.

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.

Nokui wrote: 5g3x5y

I am getting high U usage, Guess I'll go to beta for a wile since it seems to be fine there.
Can confirm high U usage, also got it. Sometimes it's at 43% but most of the time it just spikes up to 97% (highest so far)
FPS lag issue fixed just then while I was typing this up, same goes to the U usage, thanks peppy.
I still feel worried about the latest cuttingedge...

The osu! overall lag issue haven't solved yet, and I made a video about this. You can see the bottom right, the lags become more serious at the end of gameplay

The lags exist in all mods: None, HR, DT...

If you can't see the video try to

Here is the performance.log






My u, gpu and memory are good enough...
Issue(s) in this thread have been addressed by the following changes:
  1. Show warning notifications when debug toggles are enabled. (peppy)
The changes will be applied to builds newer than b20151113.7cuttingedge.

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.
Following the recent update the stuttering effect is much less noticeable even when outside of Compatibility Mode. It's still there, but osu is definitely playable.

http://pastebin.com/aQuHai4g

Here's praying for a full fix
We still have some ideas on how to fix the remaining stuttering! If you have the time, make sure to us on public slack. We need every single person who can still replicate it around for testing.
when i update to any version ( except fallback) i can only play song with less then 5 stars. how can i fix this?
You might have changed the range of the star difficulty you can see at options.
SutiBu
So since the new update you have the options called DEBUG
I ticked the first 2 and the last one and all my frame drops-cursor lag is gone
It did for my friend as well I hope that helps :D
it doesn't help. keep trial-and-erroring until you find the *one* option helping reduce lag. three options means nothing.
SutiBu
OK ok I will try my best :D
I'm no longer having the strange input lag behaviour with the NoAsyncReads toggle, but I now seem to be getting less input lag (with about 70% of the framerate) with ForceGLFlush enabled.

(also, I know this has been reported ages ago, but I'm still getting stutters when running DisplayFusion in the background... here's my performance.log if it helps)
With ForceGLFlush enabled, It seems the lags disappeared and FPS is looking good:3
Thanks for fix the bug.
Are you sure it actually helps? You need to test enabling and disabling several times, for long periods of playing to make sure it's actually the case.
I'm not sure about the lag spikes (the setting doesn't seem to affect whether I get them or not), but I've been playing around with ForceGLFlush for past little while, off and on in several different maps, and it does actually make a noticeable improvement in input latency when it's enabled.
How much of a difference are we talking? "maybe helped a bit" or "holy shit i can't live without this change!"?

peppy wrote: 73101g

How much of a difference are we talking? "maybe helped a bit" or "holy shit i can't live without this change!"?
I wouldn't exactly say it's life-changing, but I found myself having a lot easier time with aim-intensive maps with it enabled. In some cases, it's even the difference between ing and failing.
..........
https://osudev.slack.com/archives/cutti ... 5524000493

-Tetris- wrote: 6uf3v

i just found a bug i think... the bonus sound on spinners are bugged, in spinner only maps (20s spinner f.ex.) they work but on maps with other hitsounds they aren't working for me, but only since this version of cuttingedge, just thought i'll throw this in here :3
So yeah, the spinnerbonus sound doesn't play anymore since the latest update which is b201511.2cuttingedge.
Weird thing is that the spinnerbonus sound does play in some maps though, for example Rubiks Cube. Although in most maps it indeed doesn't play anymore :S
Not an issue, but I wanted to report that Debug_ForceGLFlush fixed an issue that I've been having for months where osu! freezes up the GUI completely when it reaches 100% GPU utilization. I'm using wine-staging 1.7.54 on Arch Linux x86_64 kernel 4.2.6.201511122040-1-grsec
I meant to try it with the regular ARCH kernel to see what the GPU looked like during play (grsec disables /sys/kernel/debug for obvious reasons), but I've been too busy playing a bunch of new beatmaps :D

You guys have NO idea how bad I've been itching to play osu!. Thank you so very much for this debug feature.

aus4000 wrote: 1z62u

Not an issue, but I wanted to report that Debug_ForceGLFlush fixed an issue that I've been having for months where osu! freezes up the GUI completely when it reaches 100% GPU utilization. I'm using wine-staging 1.7.54 on Arch Linux x86_64 kernel 4.2.6.201511122040-1-grsec
I meant to try it with the regular ARCH kernel to see what the GPU looked like during play (grsec disables /sys/kernel/debug for obvious reasons), but I've been too busy playing a bunch of new beatmaps :D
You guys have NO idea how bad I've been itching to play osu!. Thank you so very much for this debug feature.


Thanks for the . We've had a very small number of people mention improvements with flush enabled, so we are looking at making it a permanent (advanced) setting.
t/385741
I found this issue in the latest cutting edge only.
already reported above?
SutiBu
OK after trying the New DeBugs options for a while the option called Debug_ForceGLFlush is the one that removes the cursor lag and also the Debug_GCLowLatency makes the cursor feel even smoother but ForceGLFlush does most of the job. :3
Debug_GCLowLatency cannot change the cursor.
SutiBu
Well it looked smoother cause I made the cursor smaller I guess..
what happened last update.

is 20151115.2cuttingedge official version?

-
on main menu, move point current play song not work. button is gone.

-
on song select menu, play sound less than 10%

-
play any mode will crash osu
http://puu.sh/lmkX7.jpg
i got this when i started Osu! after updating.

infr4 wrote: 633k4i

what happened last update.

is 20151115.2cuttingedge official version?

-
on main menu, move point current play song not work. button is gone.

-
on song select menu, play sound less than 10%
i also having this issue.
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