R osugame

osu! — circle clicking conundrums

2010.09.06 20:36 Ph0X osu! — circle clicking conundrums

osu! is a rhythm game based on the gameplay of a variety of popular commercial rhythm games such as Osu! Tatakae! Ouendan and Elite Beat Agents.
[link]


2016.01.13 16:39 kHeinzen osu!report — circle clicking shenanigans

A child subreddit from the osugame community that strives for a betterment of the community by raising awareness for illegitimate players around the game.
[link]


2011.10.01 00:29 tumbzilla place

Some have visited a canvas before. / A place where togetherness created more. / Now in numbers far greater, taking more space, / It falls upon you to create a better place.
[link]


2023.05.31 16:55 JustBadPlaya Symlinking for skins as a new skin mixing meta?

I was toying around with files a couple of days ago and realised one thing - osu, much like... literally most kinds of software, doesn't have any real issues when symbolic links are used instead of actual files, so I have a question to the community:
Has anyone tried to actively use symlinks instead of full file copies for mixing skins to not have dozens of copies of the same skin elements? Like, I can't be the first one to think of this, but I found nothing on both osugame and osuskins so I kinda have to ask
submitted by JustBadPlaya to osugame [link] [comments]


2023.05.29 21:31 Vaxiezi CURSOR INPUT DELAY PROBLEM (3RD POST)

I've made already 2 posts about it but nothing has worked so I'm making 3rd post
https://www.reddit.com/osugame/comments/1351txh/cursor_input_delay/
https://www.reddit.com/osugame/comments/12ktwff/black_screen_whenever_i_alttab/
So since both of these posts, I've discovered that whenever I alt-tab from the game it always ends up at the same point where when I start playing I get 2 seconds black screen and then my cursor delay gets much higher (the game shows something between 1.6-1.7ms but it feels like it's 2.0). My cursor starts to be really delayed and nothing can help with that, I tried every single thing on earth and it affected my input delay less than the geopolitical situation in Madagascar. Literally nothing, since then I discovered that opentabletsdriver is having even more delay than Hawku or Devocub which are literally on the same level. I don't know from what this depends or what it could be but the thing I can say is I'm not playing on the borderless screen.
submitted by Vaxiezi to osugame [link] [comments]


2023.05.27 23:00 AutoModerator May 27: Weekly achievement and help thread

For circle clickers new to osugame, this is a weekly thread where you can share your latest achievements and have questions answered that don't deserve their own post. If you need help, please first check our FAQ, the osu! wiki, and/or forums before posting.
submitted by AutoModerator to osugame [link] [comments]


2023.05.27 01:36 Arieeru Who is your favourite r/osugame NPC

submitted by Arieeru to osugame [link] [comments]


2023.05.22 22:02 Great-Ass Qué frecuentais, 'tistas

Qué frecuentais, 'tistas submitted by Great-Ass to orslokx [link] [comments]


2023.05.22 17:00 CytrixTheLemon Cursed_circumcision

Cursed_circumcision submitted by CytrixTheLemon to cursedcomments [link] [comments]


2023.05.20 23:00 AutoModerator May 20: Weekly achievement and help thread

For circle clickers new to osugame, this is a weekly thread where you can share your latest achievements and have questions answered that don't deserve their own post. If you need help, please first check our FAQ, the osu! wiki, and/or forums before posting.
submitted by AutoModerator to osugame [link] [comments]


2023.05.19 07:18 Arieeru

‎ submitted by Arieeru to osugame [link] [comments]


2023.05.17 09:57 NoelleTGS osu!

{ "id": "txibq9", "name": "osu!", "description": "osu! is a free-to-play rhythm game where the player clicks circles to the beat. The game was created by Dean \"peppy\" Herbert and released on September 16, 2007. It was originally written in C# on the .NET framework for Microsoft Windows, and has since been ported to macOS, Linux, Android, and iOS. It was inspired by iNiS's rhythm game Osu! Tatakae! Ouendan, and also takes inspiration from other rhythm games like Taiko no Tatsujin, Beatmania IIDX, Elite Beat Agents, O2Jam, StepMania, and DJMax. The game is heavily community-oriented, with all beatmaps and playable songs being community-made through the in-game map editor. Four different game modes exist, offering various ways to play a beatmap, which can also be combined with modifiers that increase or decrease the difficulty. The original osu!standard remains the most popular to date. As of place 2022, the game had 19,872,585 monthly active users according to the game's global country leaderboards.\n\nThis art is centered at the coordinates (727, 727), a reference to the osu! meme WYSI (when you see it). The meme originates from osu! top player chocomint setting a score worth 727pp (performance points) on the map \"Blue Zenith\", twice in 2016 and 2017. The meme saw a resurgence in 2020 from the top player Aireu after setting a play on \"Guess Who Is Back\", awarding him 727pp.\n\nIn 2017, the osu! logo was one of the most long-lasting, organized, well-maintained, and griefed logos, and continued its trend in 2022. It began as a controversial build due to its large size, and the bottom-right of the circle was heavily disputed with Superstonk's GameStop artwork. Despite multiple raids and griefs from larger communities and streamers, the osu! community proved to be indestructible, defending itself and its many allies.", "links": { "website": [ "https://osu.ppy.sh", "https://en.wikipedia.org/wiki/Osu!" ], "subreddit": [ "osuplace", "osugame" ] }, "path": { "T:0-1, 1-164": [ [ 721, 678 ], [ 728, 678 ], [ 729, 678 ], [ 729, 679 ], [ 730, 679 ], [ 730, 680 ], [ 731, 680 ], [ 731, 681 ], [ 735, 681 ], [ 735, 680 ], [ 736, 680 ], [ 737, 679 ], [ 746, 679 ], [ 746, 681 ], [ 748, 681 ], [ 748, 682 ], [ 750, 682 ], [ 750, 683 ], [ 752, 683 ], [ 752, 684 ], [ 753, 684 ], [ 753, 685 ], [ 755, 685 ], [ 755, 687 ], [ 758, 687 ], [ 766, 696 ], [ 766, 697 ], [ 769, 701 ], [ 770, 702 ], [ 770, 704 ], [ 771, 704 ], [ 771, 707 ], [ 773, 709 ], [ 773, 712 ], [ 774, 712 ], [ 774, 715 ], [ 775, 715 ], [ 775, 720 ], [ 776, 721 ], [ 776, 734 ], [ 770, 734 ], [ 770, 755 ], [ 768, 755 ], [ 768, 756 ], [ 767, 756 ], [ 767, 758 ], [ 766, 758 ], [ 766, 759 ], [ 765, 759 ], [ 765, 760 ], [ 764, 760 ], [ 763, 760 ], [ 763, 761 ], [ 762, 761 ], [ 762, 763 ], [ 761, 763 ], [ 761, 764 ], [ 758, 767 ], [ 757, 767 ], [ 755, 769 ], [ 753, 769 ], [ 753, 770 ], [ 752, 771 ], [ 750, 771 ], [ 750, 772 ], [ 748, 772 ], [ 748, 773 ], [ 746, 773 ], [ 744, 775 ], [ 740, 775 ], [ 739, 776 ], [ 735, 776 ], [ 734, 777 ], [ 720, 777 ], [ 720, 776 ], [ 715, 776 ], [ 715, 775 ], [ 711, 775 ], [ 711, 774 ], [ 709, 774 ], [ 709, 773 ], [ 706, 773 ], [ 706, 772 ], [ 704, 772 ], [ 704, 771 ], [ 702, 771 ], [ 702, 770 ], [ 701, 770 ], [ 701, 769 ], [ 699, 769 ], [ 699, 768 ], [ 698, 768 ], [ 698, 767 ], [ 696, 767 ], [ 696, 766 ], [ 695, 766 ], [ 695, 765 ], [ 694, 765 ], [ 694, 764 ], [ 693, 764 ], [ 693, 763 ], [ 692, 763 ], [ 692, 762 ], [ 691, 762 ], [ 691, 761 ], [ 690, 761 ], [ 690, 760 ], [ 689, 760 ], [ 689, 759 ], [ 688, 759 ], [ 688, 758 ], [ 687, 758 ], [ 687, 755 ], [ 685, 755 ], [ 685, 753 ], [ 684, 753 ], [ 683, 752 ], [ 683, 750 ], [ 682, 750 ], [ 682, 748 ], [ 681, 748 ], [ 681, 744 ], [ 680, 744 ], [ 680, 743 ], [ 679, 743 ], [ 679, 739 ], [ 678, 739 ], [ 678, 734 ], [ 677, 734 ], [ 677, 721 ], [ 678, 721 ], [ 678, 717 ], [ 679, 717 ], [ 679, 712 ], [ 680, 711 ], [ 680, 709 ], [ 681, 709 ], [ 681, 706 ], [ 682, 706 ], [ 682, 705 ], [ 683, 705 ], [ 683, 702 ], [ 684, 702 ], [ 684, 701 ], [ 685, 701 ], [ 685, 699 ], [ 686, 699 ], [ 686, 698 ], [ 687, 698 ], [ 687, 697 ], [ 687, 696 ], [ 688, 696 ], [ 688, 695 ], [ 689, 695 ], [ 689, 694 ], [ 690, 694 ], [ 690, 693 ], [ 691, 693 ], [ 691, 692 ], [ 692, 692 ], [ 692, 691 ], [ 693, 691 ], [ 693, 690 ], [ 694, 690 ], [ 694, 689 ], [ 695, 689 ], [ 695, 688 ], [ 697, 688 ], [ 696, 687 ], [ 697, 687 ], [ 697, 686 ], [ 699, 686 ], [ 699, 685 ], [ 701, 685 ], [ 701, 684 ], [ 702, 684 ], [ 705, 687 ], [ 710, 682 ], [ 710, 680 ], [ 711, 679 ], [ 712, 680 ], [ 712, 681 ], [ 713, 682 ], [ 714, 682 ], [ 714, 683 ], [ 717, 683 ], [ 719, 681 ] ] }, "center": { "T:0-1, 1-164": [ 724, 728 ] } }
submitted by NoelleTGS to placeAtlas2 [link] [comments]


2023.05.17 05:33 repostaleuthbot Some funny numbers to pull up...

These numbers are "probability multipliers" from subredditstats.com . This means a number of 2 means that if it is known that someone is on egg_irl, they are twice as likely to visit sample_sub compared to the average redditor. Now, let's go.
splatoon: x5.44
tf2: x4.21
infp: x4.51
osugame: x3.39 (THE PIPELINE IS REAL!!!)
femboys (NSFW): x3.20 (Once the fog fades... they realize they might want to be the person in the photo.)
metalmemes: x2.50
beatsaber: x1.62
intp: x0.79 (haha... i feel i'm switching from Thinking dominant to balanced. no wonder i'm starting to question my gender.)
austin: x0.18 (most curious! i hear austin is very lgbtq friendly... not very many trans people are there apparently?)
nofap: x0.13
nfl: x0.06 (the most masculine sport of all... affirms gender identity?)
submitted by repostaleuthbot to apastelcastle [link] [comments]


2023.05.16 17:35 Dust1x osu! (stable & lazer) latency analysis [60/144/240/360hz with different renderers]

osu! (stable & lazer) latency analysis [60/144/240/360hz with different renderers]

This is going to be a long post with a lot of data so I will present things in the following order: (you can ctrl + f these keywords)
[About testing methods]
[Weird key counter behavior]
[Stable visual latency results] 60/144/240/360hz + Borderless
[Lazer visual latency results] 60/144/240/360hz + Borderless (Vulkan not included)
[Fast sync & how to enable]
[Audio latency]
[Speculation about “multithreaded”]
[Extra]
[Summary]

IMPORTANT visual latency =/= input latency
Input latency is more about what your PC sees, and visual latency is what YOU actually see on screen. Depending on your settings these values can differ a lot from each other.

[About testing methods]
Stable 20230206, Lazer 2023.419.0, Windows 10, Fullscreen (except windowed borderless test)
8700k / 2080ti (driver 531.41) / Asus PG27AQN
Visual:
I measured end-to-end visual latency with Nvidia Reflex Latency Analyzer. I used default hit300 animation as a “flash” for Reflex Analyzer. Sample size of each test run is 100. Reflex Analyzer uses a 2.6ms average latency for G pro wireless and that is included in the results.
Audio:
I placed headphones and mouse close to each other and placed a microphone between them. Then I click the mouse and corresponding in game hitsound gets played in headphones. Sample size of each test run is 50. After that I measured time difference between the mouse click and the hitsound for every sample with Audacity.

My previous testing method had 2 main flaws:
  1. Key counter animation is not instant, so it takes some time to get detected by Reflex Latency Analyzer.
  2. I didn’t take display scan-out lag into consideration.

This time I used default hit300 animation as a “flash” for Latency Analyzer. In hit300 animation there is a small bright ball appearing before anything else. This gets detected much faster than the flash from key counter. On Stable 360hz Unlimited this method gets results close to best case scenario theoretical values. You can see this animation in slow-motion here.
Most monitors scan a new image to the screen from top to bottom. This means that top of your screen gets updated first and bottom gets updated last. You can see this happening with a high-speed camera.
So why is this important for results? To achieve tear-free image, monitor can only display 1 complete image at a time. Time it takes for your monitor to completely display that image depends on your refresh rate. For example, 60hz takes about 16.7ms to complete that image and 360hz would take less than 2.8ms to complete the image. Lazer key counter is located at bottom of the screen, so it takes a lot of time for that part of the screen to get updated.
When you don’t have any kind of syncing on, your monitor still takes the same time to update whole screen BUT it can receive and present new information in the middle of a screen update. This basically means that on “Unlimited” results are not impacted by display scan-out lag.
What this means is that previously I was presenting only worst-case scenario Gsync/Vsync results. This time I was able take samples from middle of the screen. This results in more realistic test results.
https://preview.redd.it/3fnhup6z970b1.png?width=1759&format=png&auto=webp&s=04824d1e370db502262dfd289d0adfa88b73ac4d
Here is a short video I recorded in 480fps demonstrating this display scan-out. In this video you can see that the moving vertical line is straight with Vsync but with Unlimited this line looks crooked. In a nutshell: each new “block” or screen tear point is a new frame entering the scan. Each new frame has updated information about the vertical line’s location. As the scan progresses from top to bottom this information gets updated frame by frame. This makes it look like bottom of the screen is running ahead of the rest.
You can read more about this topic here https://blurbusters.com/understanding-display-scanout-lag-with-high-speed-video/

[Weird key counter behavior]
In my previous post I noticed that on 60hz & 144hz “multithreaded” had less visual latency than “single thread”. This time single thread has a lot less visual latency, so what is going on here?
I retested this from the key counter and “multithreaded” is faster than “single thread” there. But if we measure latency from hit300 animation, we get much faster response overall and “single thread” becomes faster than “multithreaded”.
I placed hit circle next to key counter and compared animations. In this slow-motion video, we can notice that on “multithreaded” hit300 animation and key counter animation begin simultaneously (key counter animation is not instant so it takes some extra time to get detected by Reflex Analyzer). On “single thread” hit300 animation begins 1 frame before key counter animation, however the number in key counter gets updated at the same time as hit300 animation. Lack of “flash” animation makes single thread look slower in my previous results.
Video was recorded from OpenGL (Legacy), but this happens with every renderer when Gsync or Vsync is enabled. Unlimited is not affected by this.

[Stable visual latency results]
Excel template for graphs by BattleNonSense

60hz
https://preview.redd.it/8nslx3h4f70b1.png?width=1759&format=png&auto=webp&s=f18d349408e39a6b0a403853dafff762c411c297

144hz
https://preview.redd.it/nd4p0b07f70b1.png?width=1759&format=png&auto=webp&s=569ab4eed7f09928f96bef9829f43d310328bc66

240hz
https://preview.redd.it/cbe4m4h8f70b1.png?width=1759&format=png&auto=webp&s=2cdbd14ce7a552caa2d9d3eb9e7b6d6deecb1fe9

360hz
https://preview.redd.it/ocgb9hy9f70b1.png?width=1759&format=png&auto=webp&s=4e7b50882609c5b4dfd6469f11d7cba264e025e5

Fullscreen vs Borderless
https://preview.redd.it/owib3wudf70b1.png?width=1757&format=png&auto=webp&s=3662c31b5875f196eb33055b77dd1c8567e4ef16



[Lazer visual latency results]

60hz
https://preview.redd.it/6l59ytnlf70b1.png?width=1759&format=png&auto=webp&s=0ff38b921ff0b3b3391dbd3b176ef65180fd4e6b

https://preview.redd.it/mu8anminf70b1.png?width=1759&format=png&auto=webp&s=347a26a25f7814c89688664de7887af322c1b0ce

https://preview.redd.it/gux5delof70b1.png?width=1759&format=png&auto=webp&s=f6ece47280b11afc58474e213c8d62f2762866a4


144hz
https://preview.redd.it/mmj1jldqf70b1.png?width=1759&format=png&auto=webp&s=59a8db4a82e4db36515f2b3024c30c061d62a695

https://preview.redd.it/s8ih23crf70b1.png?width=1759&format=png&auto=webp&s=d173043962f4577edd9e9e130685c3ee949135d8

https://preview.redd.it/1wf0v48sf70b1.png?width=1759&format=png&auto=webp&s=a3c5c5f8938e21ffe5556c3f762c97226c30f2b5


240hz
https://preview.redd.it/smr6o21vf70b1.png?width=1759&format=png&auto=webp&s=29788c499d1e38e38b121f8afc2c14d4ca5e64b0

https://preview.redd.it/r8ijcovvf70b1.png?width=1759&format=png&auto=webp&s=29599f357f8b895c14e567b26dcb76cb84c1367c

https://preview.redd.it/knqkbbmwf70b1.png?width=1759&format=png&auto=webp&s=3cb311fd7ca74add09880cd2355d0dae8fdde0bf


360hz
https://preview.redd.it/baaykxpxf70b1.png?width=1759&format=png&auto=webp&s=1557703a15861b1d0ef5a302e61acb6e27fab8e3

https://preview.redd.it/q2jxpspyf70b1.png?width=1759&format=png&auto=webp&s=bbdb5129e70cb629ea7696e9365b4c62224692f2

https://preview.redd.it/3uxe0bszf70b1.png?width=1759&format=png&auto=webp&s=b7f3754e9afbf58f1da0f0e44726e3dac4c39e93


Borderless
https://preview.redd.it/vzh8u2c1g70b1.png?width=1759&format=png&auto=webp&s=55f302c375c88cf659b5c8d5de072d0732c9d1f6


[Fast sync & how to enable]
Thank you u/shrublet_ for mentioning Fast sync!
For Fast sync to function optimally it needs to have at least (2x refresh rate) fps. (At least in osu!) Fast sync uses (10x refresh rate) fps cap.
In “stable” you need to enable “Compatibility mode” for Fast sync to work. Your fps will be lower with this setting on (in my case overall fps got halved). For this reason, Fast sync is most effective with 60hz & 144hz monitors but can still be used with higher refresh rates, however Fast sync can have visually unstable performance with fluctuating frame rate.
Fast sync is a great alternative for Gsync as Fast sync works with any monitor although you need to have an Nvidia GPU. Fast sync doesn’t produce as stable images as Gsync + Vsync does, but Fast sync allows you to maintain higher frame rate.
How to enable Fast sync:
(Do this before you launch osu!)
NVIDIA Control Panel > Manage 3D settings > Program Settings > Select osu! (or Add) > Scroll down the list to find “Vertical sync” > Set this to “Fast” > Apply
In game settings (Stable):
  • Frame limiter: Unlimited
  • [x] Compatibility mode
In game settings (Lazer)
  • Frame limiter: Basically unlimited
  • Renderer: Direct3D 11


[Audio latency]
REAL (purple) has real enabled and otherwise same settings on as a previous sample (from left to right)
I collected data for audio latency in a 1ms accuracy, so these results are not precise, but accurate enough to see the overall trend going on.
Fast sync has a 10x refresh rate fps cap, so with 60hz that is 600fps. Latency difference between 600fps and 1000fps is less than 1ms.
Decreasing audio latency by increasing fps makes audio latency more stable. In lazer multithreading has a similar effect. Increasing fps has a big impact at first, but it becomes inefficient fast. After this your most efficient options to reduce audio latency would be:
  1. Reducing audio buffer size
  2. Lower latency audio equipment/connection
You can achieve (1) with something like https://github.com/miniant-git/REAL
To use REAL you need to have an audio driver that supports lowering audio buffer size so this method does not work with every device.
For (2) onboard audio (motherboard) usually provides lower latency than external sound cards etc., however audio quality can be worse with an onboard audio.

[Speculation about “multithreaded”]
Currently I don’t have any reliable way to test hit registration so I can’t provide any test results regarding that. In theory “multithreaded” should offer much more accurate hit registration than “single thread”, at least when the fps is lower than 1000.
From my own experience this advantage gained by multithreading is most noticeable with 60hz Vsync as in a low fps scenario hit registration has a lot of variation with “single thread”. In 60hz Vsync scenario, “multithreaded” has slightly more visual latency but it registers hits much more accurately (this is my own experience after doing these tests over and over and I do not have any data to support this).
Advantages of multithreading are easy to notice with 60hz but with higher refresh rates it becomes more difficult to distinguish “single thread” and “multithreaded”.
Multithreading can also provide better fps performance if your pc is unstable with “single thread”.
Multithreading has a lot of potential for making Gsync and Vsync hit registration more accurate.

[Extra]
If you want to use Vsync I would recommend using Gsync + Vsync combination as it provides Vsync visual quality with lower latency. Alternatively, you can also use Fast sync. If you are not familiar with G-sync or Gsync + Vsync combination I would recommend checking out https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/14/
If you want to test your screen tearing or overall smoothness, you can do so with my beatmap/tool. You don't need any kind of high-speed camera to see screen tearing with this beatmap. This should work both in lazer and stable. https://osu.ppy.sh/beatmapsets/1993462#osu/4142569

[Summary]
  • Higher refresh rate -> less visual latency overall due to faster scan-out
  • Stable Unlimited (4000fps) has <1ms less visual latency than Optimal (960fps)
  • Depending on your monitor Lazer has more visual latency than Stable:
    • *Stable Optimal vs Lazer Unlimited (single thread)*
    • 360hz (+1ms) 240hz (+2ms) 144hz (+3ms) 60hz (+9ms)
  • “Single thread” has slightly less visual latency than “multithreaded”
  • “Multithreaded” reduces audio latency and improves hit registration (check “Speculation” section) in a low fps scenario, for example when you are using Vsync.
  • Fullscreen has much lower visual latency than windowed/borderless. As far as I know this is due to windows using some kind of syncing in desktop. Because of this you shouldn’t have screen tearing with borderless/windowed.
  • From a visual latency standpoint there is no significant difference what renderer you are using for Unlimited & 2x refresh rate.
  • Lazer OpenGL (legacy) has currently incredibly low Vsync latency compared to other renderers.
  • On “single thread” DirectX 11 & OpenGL (Legacy) have Gsync visual latency equal to visual latency with "Unlimited". On "multithreaded" Gsync visual latency is slightly higher than "Unlimited" visual latency. New OpenGL has currently wonky Gsync performance, so I do not recommend that with Gsync.
  • Fast sync has a visual latency close to Gsync on both Lazer & Stable.

I'll be glad to hear if you have any thoughts or comments about these results!
submitted by Dust1x to osugame [link] [comments]


2023.05.16 03:12 Dcs2012Charlie r/osugame Scoreposters Tier List

osugame Scoreposters Tier List submitted by Dcs2012Charlie to osugame [link] [comments]


2023.05.13 23:00 AutoModerator May 13: Weekly achievement and help thread

For circle clickers new to osugame, this is a weekly thread where you can share your latest achievements and have questions answered that don't deserve their own post. If you need help, please first check our FAQ, the osu! wiki, and/or forums before posting.
submitted by AutoModerator to osugame [link] [comments]


2023.05.11 04:37 guibbs1 r/osugame average age is ~19.4y!

osugame average age is ~19.4y!
original post
I wanted to make a statistic of the osu! community at all, but I found that it would be very very difficult.
https://preview.redd.it/iaw3px09y3za1.png?width=701&format=png&auto=webp&s=9ec7ae1d152a84d5d9d7281b9997d14c369b7171
![img](88xuut2fz3za1 " Data from 907 votes (10 were trolls :tf:)")
  • The average age increased 1.1 years since the last survey;
  • The most popular age is 18;
  • The least popular age is 11 and 43;
  • 91 people weren't born when the game was released.
submitted by guibbs1 to osugame [link] [comments]


2023.05.10 06:49 ZheVulture b0risk motivational quote

I'm trying to find a certain motivational image with b0risk's quote in it. I only have a small part of the image here.
Here's the original quote I'm talking about
submitted by ZheVulture to osugame [link] [comments]


2023.05.09 04:47 Kirbytofu Latvian sandwich

Latvian sandwich
Courtesy of osugame
submitted by Kirbytofu to vexillologycirclejerk [link] [comments]


2023.05.08 12:30 Internal_Meeting_908 what is the heart rate record from playing the game?

I mean at a high level of play, like BTMC's painters of the tempest.
mrekk hyperventilating doesn't count because he wasn't playing the game.
submitted by Internal_Meeting_908 to osugame [link] [comments]


2023.05.07 23:38 denelpatches what!

what! submitted by denelpatches to osugame [link] [comments]


2023.05.06 23:00 AutoModerator May 06: Weekly achievement and help thread

For circle clickers new to osugame, this is a weekly thread where you can share your latest achievements and have questions answered that don't deserve their own post. If you need help, please first check our FAQ, the osu! wiki, and/or forums before posting.
submitted by AutoModerator to osugame [link] [comments]


2023.05.06 08:40 CryoTitan i made a graph of PP vs. upvotes in r/osugame

i made a graph of PP vs. upvotes in osugame submitted by CryoTitan to osugame [link] [comments]


2023.05.05 20:10 SourMongoose osu! Family Feud Survey Results

About a month ago I posted a survey here, and a few of you asked to see the results once the event was over.
So, here they are: Full list of responses
If you only want to see the "Family Feud"-style results, look at the Aggregates tab.
Again, thanks to those who responded to the initial survey! The event ended up being a blast.
submitted by SourMongoose to osugame [link] [comments]


2023.04.29 23:00 AutoModerator April 29: Weekly achievement and help thread

For circle clickers new to osugame, this is a weekly thread where you can share your latest achievements and have questions answered that don't deserve their own post. If you need help, please first check our FAQ, the osu! wiki, and/or forums before posting.
submitted by AutoModerator to osugame [link] [comments]