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

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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.
Latest cuttingedge is broken :(

[-R1] wrote: 231i5l

http://puu.sh/lmkX7.jpg
i got this when i started Osu! after updating.
Me too :x
We are aware of this. It will be fixed soon. For now you can change to Beta by holding Shift while opening osu!, select Beta and then repair osu!. This problem will be fixed soon.
i saw 20151115.6cuttingedge version. but i updated that.

oO

-
seems like back to 20151115.1cuttingedge
.

Notify wrote: a6c71

[-R1] wrote: 231i5l

http://puu.sh/lmkX7.jpg
i got this when i started Osu! after updating.
Is this actually real?
I don't see why Peppy or anyone else would add this to the client if it's actually real.
Pretty weird though.
It is. Anyways, it should be fine already.
Hello, i got a problem today that was not there before a new update of Windows 10, before i had normal fps and could run it easily. Now, since that update, my fps dropped like a waterfall from like 1.6ms in beatmap song to 7-8 ms in beatmap song.This is happening in all 4 versions of osu which is odd and also this doesnt happen in any other game.

Here's some screenshots of the problem i have.

http://osu-ppy-sh.tvgratuite.org/ss/3969637

http://osu-ppy-sh.tvgratuite.org/ss/3969657

http://osu-ppy-sh.tvgratuite.org/ss/3969658

http://osu-ppy-sh.tvgratuite.org/ss/3969696

MY specs aren't the problem since i have i7 4720HQ and GTX960M All with updated drivers
Topic Starter
Did you try restarting your computer since the update?
yes i did try that, first thing i did
ForceGLFlush and NoAsyncReads together have fixed my stutters, the stutters reappear if either of those options are unchecked, haven't gotten any more stutters since they are checked.
Topic Starter
I don't know why a windows update would affect osu! in that way. If it's a constant frame time difference then something on your computer is taking up more U time since the update. Check for active processes for the source.
You don't see how a windows update could cause issues? What?

- After a windows update, many system services spend minutes or hours rebuilding indexes (.NET rebuilds its compilation cache, SearchIndexer will update etc.)
- New drivers may have been installed over existing better drivers. Check on them.

Almost certainly case #1 though.

Smc wrote: 4w5o6w

ForceGLFlush and NoAsyncReads together have fixed my stutters, the stutters reappear if either of those options are unchecked, haven't gotten any more stutters since they are checked.


have you checked both of these separately multiple times?
i did try that and doesnt change anything. Also i have everything updated.
NoAsyncReads has zero effect during gameplay. You must be doing something weird.
so you're saying i have no solution
I'm saying the windows update may be at fault, but you'll need to figure out the problem on your own. This is not the thread for it (since it is not an osu! issue).
i do think its an osu issue sicne this doesnt happne in nowhere else, ull keep you guys update.
OMG my frame is stuck at 240
I'm a mania player I can notice difference between 120/240 I used to play with 2000+ fps (i7 4790K / GTX980)
but now im capped at 240fps even when I select unlimited(while playing)
where is my unlimited fps option? please fix this quick
screenshot? proof?

peppy wrote: 73101g

screenshot? proof?
sorry i posted it on different forum section

I'm having this problem on stable(latest) version of osu

peppy wrote: 73101g

screenshot? proof?

^^^^^^^^^^^^^^
Here we have Unlimited frame option in Stable(Fallback) version


^^^^^^^^^^^^^
But as you see on Stable(Latest) version, there is only unlimited(while playing) there is no unlimited whatsoever
and that unlimited(while playing) option is broken that it capped at 240fps (even when Im playing the game)
I can tell this because when I play mania, notes are not smooth they go jittering
You're at the menu. This is intended behaviour.

peppy wrote: 73101g

You're at the menu. This is intended behaviour.
And when Im playing mania, bottom right only shows me my monitor Hz / ms only

There is no fps section

Also as I said, with the unlimited (while playing), the notes are not smooth as just unlimited frame

Logically, they should be exactly same

I'll try to make video in 60fps on youtube to show you what I'm talking about
That is correct behaviour. The frame rate is no longer displayed when on unlimited.

peppy wrote: 73101g

That is correct behaviour. The frame rate is no longer displayed when on unlimited.

Okay i tried to make a video for this but it seems like when I record it with msi afterburner, it cant capture the problem

The fix is simple. Just put back Unlimited frame(not the while playing) option on the Stable(Lastest) version

When you do, i can test it out again to see if the problem fixed

Otherwise, I have to stick with the fallback version

notice the difference. its huge
^the framerate is no longer supposed to be shown on Unlimited. If the game is showing your monitor's Hz, it means the game is not limiting your frames. (the ms counter is better than fps at showing your gains anyways)
But if you're getting stutters during gameplay, that's a different issue entirely. Posting the performance.log file from your \osu!\Logs\ folder could help the devs iron things out.

(oh, and as a side note: @peppy maybe it'd be a good idea to rename the option, considering that it no longer shows FPS?)

peppy wrote: 73101g

Smc wrote: 4w5o6w

ForceGLFlush and NoAsyncReads together have fixed my stutters, the stutters reappear if either of those options are unchecked, haven't gotten any more stutters since they are checked.

have you checked both of these separately multiple times?


I've rechecked them a few times and it seems as though my stutters are fixed from NoAsyncReads alone, not ForceGLFlush as I thought.
glFlush debug mode is forced on every startup. Please report back any changes to stutter frames you see (do they change from SwapBuffer to Draw? do they decrease?)

If you are having issues with the glFlush setting, you can either switch to beta, disable each startup or wait a few days until it is reverted to previous.
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