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[confirmed] Taiko Big Note Timing Problem Related to FPS Limiters

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Topic Starter
Sleepteiner

Kao wrote:

You could refrain from double posting
Just edit your latest post, to prevent from posts adding up :)
While I do agree with you for the most part, I feel like if a post is many days/weeks after the previous one and if that post has a new and different focus that is described in a wall of text, then I think that a new post would be acceptable because it emphasizes that new focus. If that is wrong or against the rules, then I will not do that from now on.

abraker wrote:

I am experiencing lag spikes every time I hit one of the drum keys in Taiko, though you really need to spam them to notice. I'm on 240 FPS, beta.
I'm not entirely sure that what you are experiencing is necessarily related to the lack of visual registration for big notes for some people, but what you said might be helpful nonetheless. Thanks for your post!
dtnc21

Sleepteiner wrote:

...

There is a chance that it is at least partially linked to the keyboard being used. Which keyboard are you using when this issue is happening? Knowing that information will be helpful in figuring out what is causing this issue and how to, hopefully, fix it.

...
Right now, I'm just using the default keyboard on my laptop (Inspiron 15 5000 Series). I don't know how this would help, though.
Pawsu

Kao wrote:

You could refrain from double posting
Just edit your latest post, to prevent from posts adding up :)
This rule only applies if it's been about a few minutes to about a few days. Otherwise, it's fine to bump the thread with new information even if you made the last post.
Kyubey
I have same problem, tested it on Stable, Fallback and CE builds, all of them have the same issue with big note timings, I'm using laptop and I thought it's happening because of my graphic card, I tried switching from discrete (GeForce 930m) to integrated one (Intel HD something), but it didn't help (however I got a FPS boost from that). I also thought it may be ghosting, but changing keybinds didn't help either, also there wasn't any ghosting (I'm using laptop keyboard).

But when I enabled VSync, getting that fancy animation from properly hit big notes became much easier, however it's impossible to play with VSync for me since it adds some noticeable input lag that makes keeping the accuracy a torture. I tried to use different FPS values and with lower FPS it was much easier to hit big notes properly compared to higher one.

Weird thing is I'm still getting full score from big notes even if the animation of proper dual hit isn't shown, I did the same tests Stynero did, and I could confirm score is given properly. So it may be not a problem for gameplay but seeing the properly hit notes would make the playing experience more pleasant, so I hope it gets fixed.
Dntm8kmeeatu
So after watching over this thread for a bit (ignore my earlier posts, I don't agree with them)

This seems to only be a animation error? Score is still properly given, just the animation doesn't work at higher or non synced framerates for some odd reason?

Please correct me if I'm understanding this issue wrong.
Kyubey
Seems like it. But also this might be an issue for those who want to get the max score possible but can't track the properly hit big notes.
dtnc21
…Confirmed?
V


The "score earned" text said 300, but the score was counting past that point.
Topic Starter
Sleepteiner

Dntm8kmeeatu wrote:

This seems to only be a animation error?
I'm not completely sure what an "animation error" refers to in the osu! code, but if this was only a visual issue, then why would the game not recognize those big notes correctly? Even though the max amount of points can still be obtained with this issue, the game does not think that a big note has been hit correctly. Even the scores on the online scoreboards say that no big notes had been hit when the max score had been given. Most of this problem is probably related to simple animation, but there also appears to be some element of a recognition issue as well. Although, I don't know the details of how the osu! program works, so I may just be misunderstanding your point.

Thanks for coming back to this thread either way!
Dntm8kmeeatu

Sleepteiner wrote:

Dntm8kmeeatu wrote:

This seems to only be a animation error?

I'm not completely sure what an "animation error" refers to in the osu! code, but if this was only a visual issue, then why would the game not recognize those big notes correctly? Even though the max amount of points can still be obtained with this issue, the game does not think that a big note has been hit correctly. Even the scores on the online scoreboards say that no big notes had been hit when the max score had been given. Most of this problem is probably related to simple animation, but there also appears to be some element of a recognition issue as well. Although, I don't know the details of how the osu! program works, so I may just be misunderstanding your point.
Thanks for coming back to this thread either way!


So the score calculation and outcome is "Correct" but it counts the specifics of what notes you "hit" and displays them incorrectly?
dtnc21

Dntm8kmeeatu wrote:

...

So the score calculation and outcome is "Correct" but it counts the specifics of what notes you "hit" and displays them incorrectly?
I'd assume that's the case at this point.
animexamera
This Problem is well known as far as i know

Before that:
When hitting a note it will display a 300hit 100hit or miss or 300bighit or 100bighit
when hitting a big hit osu will wait for a second hit after the first but already display the hit after the first hit
btw the acc of a big hit is evalued from the first hit not the middle of them

The problem:

I noticed this too but its as someone else said just an animation or more like a logical error since if you hit the note it will display the hit but hitting big notes also registers the second hit and when the second hit is like 10ms(which depending on OD i think still counts as hit) after the first hit of the big don, it will already have displayed the hit and cant display another hit where you hit the second time

So basically:
The Hit displays incorrectly due to timing issues
but it still counts mostly(depending on how far the hits are apart)

The hit will be displayed right if you hit both hits in the same frame

How i found out about it:
I enabled the score meter(bottom middle) and set it to as big as possible
then i tried hitting a few big Notes with different timing like perfect so it will actually display and the hits were probably closer than 2ms and ones that didnt display correctly with aove 5ms i got the points from both big dons (double points)

Conclusion:

This is an issue that cant be fixed since it would refrain the game from displaying hits correctly at all(it would mean displaying the hits 30 ms(or idk the time span for a big dons after you actually hit them)
Topic Starter
Sleepteiner

Dntm8kmeeatu wrote:

So the score calculation and outcome is "Correct" but it counts the specifics of what notes you "hit" and displays them incorrectly?
Yea, that is my understanding of the issue.

Also, animexamera, thanks for that detailed explanation of the issue. I appreciate your input!
animexamera

Sleepteiner wrote:

Dntm8kmeeatu wrote:

So the score calculation and outcome is "Correct" but it counts the specifics of what notes you "hit" and displays them incorrectly?
Yea, that is my understanding of the issue.

Also, animexamera, thanks for that detailed explanation of the issue. I appreciate your input!
You are Welcome, this is a major problem we all have to deal with earlier or later. :D
As well i am sorry for the bad english xD
Kyubey
Surprisingly enough, but after getting a mechanical numpad I became able to hit more big notes compared to laptop keyboard. Like, sometimes i get 10-20 big notes hit properly where i could get 1 or 2 max with laptop keyboard and ~300 fps. And I doubt that USB numpad would have something like 60hz refresh rate, since I don't have any timing issues with it while playing standard mode.
animexamera

Kyubey wrote:

Surprisingly enough, but after getting a mechanical numpad I became able to hit more big notes compared to laptop keyboard. Like, sometimes i get 20-30 big notes hit properly where i could get 1 or 2 max with laptop keyboard and ~300 fps. And I doubt that USB numpad would have something like 60hz refresh rate, since I don't have any timing issues with it while playing standard mode.
You might just be better on your mechanical
Try enabling scoremeter and set it to bottom mid and max size
It will show you pretty much how exactly you hit the notes (orange is miss, green is 100 and blue is 300)
You will also notive that the hand you hit with first is the one that counts for acc(wirh big notes) and you can experiment with how far off you need to hit the second time for it not to be a successful hit (or at least not a displayed one)

Other than that it might be osu is running smoother or idk sothat it displays all successful big hits not only the ones that you saw during gameplay (i have this issue)
Dntm8kmeeatu
:thinking:

curse you archiving
Topic Starter
Sleepteiner

Dntm8kmeeatu wrote:

:thinking:

curse you archiving
Oh shoot, I didn't realize that assigned threads could be archived, my bad. I'll make sure to bump the thread if it gets close to being archived again without being confirmed.
Topic Starter
Sleepteiner
Anti-archiving bump.
Catgirl
I never saw this thread before, but I know a lot about the cause of the issue, so I can contribute some information and things I've noticed.

This bug only affects the numbers in the right column for taiko, the Geki/Katu which is supposed to determine how many big notes you've hit, and doesn't affect gameplay at all. These numbers are completely broken. Gameplay is unaffected because the game will still give you credit for hitting a big note with both keys if the two keys are pressed within a small ms window. However this won't be counted as a Geki/Katu despite getting the full score (if a normal note gives 300 points and a finisher gives you 600, you would get 300 points twice).

You only get a Geki/Katu if your keypresses were on the same input frame. If you get 60fps, they will probably always be recorded correctly since you have a 16.67ms window. If you get 2000fps, then you have a window of 0.5ms, which means you'll very rarely have them recorded as being on the exact same frame.

An interesting thing is that this is also keyboard-dependent. Certain keyboards, mainly cheaper membrane ones, need to be sure of which keys you are pressing when you press multiple at the same time, because they don't have separate switches for each key. Because of their polling rates and how they have to check the signals, the output keypresses are usually sent at the exact same time, even if you pressed one key 1ms before the other. So if you use a membrane keyboard, you will usually have all finishers be recorded correctly. Mechanical keyboards with separate switches for each key don't have this problem, so players who use mechanical keyboards will rarely have finishers be recorded if they play at a high enough framerate.

I'm not sure how you could go about fixing the Geki/Katu numbers because in reality you aren't getting double score for the finishers, you're getting the normal amount of score twice. It adds up to the same score, but those numbers are completely meaningless for now.
Catgirl
since this kinda fits in here and it's a minor enough issue, i thought i'd post this video in here of something else i just learned about with the finishers

you actually get double the normal HP if your note isn't registered as a finisher, as shown in the video below. this is due to the note being counted as hit twice instead of just once.



i could make a bug report thread on this but it's probably going to be fixed in lazer not a big enough issue to affect anything
Topic Starter
Sleepteiner
Oh, interesting! Thanks for the new info, Catgirl!
pinkipai
I think I'm a little late xd but hey, I think it goes without saying that I have the same problem. and after reading all the responses on this forum ... the only thing I didn't understand was what the catgirl player wanted to explain with his video. I am relatively new to osu, I think maybe that's why there was something I didn't understand. Please let someone here stay alive and explain to me.
Topic Starter
Sleepteiner
In the first play of that video, Catgirl hit the first finisher with both keys, giving him enough HP to pass.

In the second play, he hit the finisher with only one key, which didn't give enough HP causing him to fail at the end of the map.

In the third play, he switches keyboards to one that doesn't have the finisher input issue and demonstrates that, normally, the HP shouldn't double with a two key finisher hit.
pinkipai

Sleepteiner wrote:

In the first play of that video, Catgirl hit the first finisher with both keys, giving him enough HP to pass.

In the second play, he hit the finisher with only one key, which didn't give enough HP causing him to fail at the end of the map.

In the third play, he switches keyboards to one that doesn't have the finisher input issue and demonstrates that, normally, the HP shouldn't double with a two key finisher hit.
I already understood xd thank you very much :3*
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