2010.09.06 20:36 Ph0X osu! — circle clicking conundrums
2016.01.13 16:39 kHeinzen osu!report — circle clicking shenanigans
2011.10.01 00:29 tumbzilla place
2023.05.31 16:55 JustBadPlaya Symlinking for skins as a new skin mixing meta?
2023.05.29 21:31 Vaxiezi CURSOR INPUT DELAY PROBLEM (3RD POST)
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2023.05.27 01:36 Arieeru Who is your favourite r/osugame NPC
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2023.05.22 22:02 Great-Ass Qué frecuentais, 'tistas
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2023.05.22 17:00 CytrixTheLemon Cursed_circumcision
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2023.05.20 23:00 AutoModerator May 20: Weekly achievement and help thread
2023.05.19 07:18 Arieeru
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2023.05.17 09:57 NoelleTGS osu!
2023.05.17 05:33 repostaleuthbot Some funny numbers to pull up...
2023.05.16 17:35 Dust1x osu! (stable & lazer) latency analysis [60/144/240/360hz with different renderers]
![]() | submitted by Dust1x to osugame [link] [comments] 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:
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):
[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:
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]
I'll be glad to hear if you have any thoughts or comments about these results! |
2023.05.16 03:12 Dcs2012Charlie r/osugame Scoreposters Tier List
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2023.05.13 23:00 AutoModerator May 13: Weekly achievement and help thread
2023.05.11 04:37 guibbs1 r/osugame average age is ~19.4y!
![]() | original post submitted by guibbs1 to osugame [link] [comments] 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 ")
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2023.05.10 06:49 ZheVulture b0risk motivational quote
2023.05.09 04:47 Kirbytofu Latvian sandwich
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2023.05.08 12:30 Internal_Meeting_908 what is the heart rate record from playing the game?
2023.05.07 23:38 denelpatches what!
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2023.05.06 23:00 AutoModerator May 06: Weekly achievement and help thread
2023.05.06 08:40 CryoTitan i made a graph of PP vs. upvotes in r/osugame
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2023.05.05 20:10 SourMongoose osu! Family Feud Survey Results
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