currently, the ranking criteria states:
i propose changing this from a rule to a guideline:
the problem
there are two main issues with the current rule:
why this should change
what we often consider "objective timing" is a choice about which instrument or element represents the song's "active rhythm." in songs with variable bpms, recorded instrument tracks occasionally vary in their timings—a guitar track might play slightly ahead of or behind the drums, or drift in tempo for a bar or two.
the fundamental purpose of timing in osu is to provide a framework that allows mappers to accurately place objects according to the music as it is actually performed. when we restrict mappers to a single set of timing points for all difficulties despite musical elements having different timings, we're forcing an artificial consistency that doesn't reflect musical reality.
while expanded snap divisors (1/5, 1/7, 1/9, 1/12, 1/16) have been suggested as workarounds, they're fundamentally inadequate for certain musical scenarios where:
regarding clayton's point in this discussion that this is
pishifat previously stated in this thread that
impact on mapping and playing
converting this rule to a guideline would:
uninherited timing points must be the same in every difficulty of a beatmap. each point must have the same bpm and offset in each difficulty.
i propose changing this from a rule to a guideline:
uninherited timing points should generally be the same in every difficulty of a beatmap. each point should have the same bpm and offset in each difficulty where possible.
the problem
there are two main issues with the current rule:
- when timing songs with a variable bpm (such as tracks without a clicktrack), mappers can only choose one "active rhythm" as the basis for their timing points. in this set, various mappers chose different instruments as their active rhythm (i.e., drums vs. guitar), but were forced to compromise with a single set of timing points. this is just one example of many maps that have struggled with this limitation—numerous sets have been gatekept from ranking simply because this is currently a rule rather than a guideline, despite their varied contexts and musical needs.
- for variable bpm maps, this rule creates technical problems with lower difficulties. when a repeat slider crosses multiple redlines, it becomes impossible to snap properly, making it technically unrankable according to other snapping rules. this becomes a bigger issue the more timing points there are in a phrase.
why this should change
what we often consider "objective timing" is a choice about which instrument or element represents the song's "active rhythm." in songs with variable bpms, recorded instrument tracks occasionally vary in their timings—a guitar track might play slightly ahead of or behind the drums, or drift in tempo for a bar or two.
the fundamental purpose of timing in osu is to provide a framework that allows mappers to accurately place objects according to the music as it is actually performed. when we restrict mappers to a single set of timing points for all difficulties despite musical elements having different timings, we're forcing an artificial consistency that doesn't reflect musical reality.
while expanded snap divisors (1/5, 1/7, 1/9, 1/12, 1/16) have been suggested as workarounds, they're fundamentally inadequate for certain musical scenarios where:
- precision limitations: even with expanded snap divisors, mappers are still limited to specific grid points that may not align with the actual timing of certain instruments, especially in songs with wildly fluctuating tempos or instruments with significant offset variations. as demonstrated in this tool i made, these divisors create an inconsistent grid with highly variable intervals between snap points. at a common mapping bpm like 200, the intervals between adjacent snap points average 7.50ms, peak at 18.75ms, and vary significantly throughout a beat—critically important when considering online offset adjustments address offset errors as small as 5ms.
- approximation vs precision: using expanded snap divisors only allows approximating the correct timing positions rather than directly placing objects where they should be. the visualisation in my analysis tool clearly shows that despite having multiple divisor options, the resulting combined grid still has substantial gaps where no snap point exists, which forces mappers to compromise on timing accuracy. at slower tempos, the issue becomes even more pronounced.
regarding clayton's point in this discussion that this is
"more an issue with the editor than rc,"(if this is even still relevant today) maps are currently being gatekept from ranking while waiting indefinitely for adjustments in future updates. changing this rule to a guideline provides an immediate solution without depending on potential editor improvements in lazer.
pishifat previously stated in this thread that
"timing should be consistent because it's a factor of the song, not the way it's mapped."however, this viewpoint doesn't for songs where different instruments follow distinctly different rhythms, or instruments having varying offsets with multiple valid interpretations of the active rhythm. differences in active rhythm interpretation often occur when representing different musical elements across difficulties, as different mappers may interpret the active rhythm in different ways. even the same mapper may recognize multiple "accurate" active rhythms, each following different instruments or elements with varying offsets or bpms within certain songs.
impact on mapping and playing
converting this rule to a guideline would:
- allow mappers to accurately represent multiple active rhythms across difficulties under different circumstances due to contexts of variable bpm timing
- solve technical issues with slider snapping in variable bpm maps in lower difficulties
- improve playability by letting each difficulty follow its most natural rhythmic interpretation
- enable more maps that currently cannot be ranked due to this technical limitation
- make it easier to create gds where mappers want to follow various active rhythms under different contexts