@LIXOUA @moofurg @wokenupped in mcosu you can use the in-game console (SHIFT + F1) and set this: osu_ar_overridenegative -123
in order to go as low as you want, performance will become crap at some point (which is why the mafham mod exists)
@Sigge_osu Delete songselect-top.png from your skin. The game uses its size as the base for all songbrowser UI layout calculations, your version is of size 1x1 and therefore invalid causing things to break.
@BitesDev theoretically possible but would require very annoying low level game engine changes which are definitely not happening just for something like this
@BitesDev if you have two separate soundcards or similar you can buy a cheap 3.5mm stereo Y-splitter and route one cable back into the other soundcard line-in port (not mic) to record. but you really need two fully separate audio devices for this
@CreatorGD727 You accidentally did a double input (mouse/keyboard hardware glitch or other), where exactly below it was another circle (4 circles in the future) within the miss-timing-window. You are using a notelock type which auto-misses all previous circles, so the game behaved correctly.
@Nukey1945 @whizvox The code for this is mathematically and programmatically a 100% match between all 3 clients. You can trivially verify this since the calculations are extremely simple. Anything else you "feel" are fundamental game engine differences related to input/draw and main loop handling.
@ppy@cabby@funnysmartguy12 Well, do you have any other ideas for differences? Gameplay logic and visuals in the relevant areas are perfectly 1:1 like I mentioned already (which I can say because the math is extremely simple).
@cabby@funnysmartguy12 Yes, it's because stable and lazer both have terrible frame pacing and jitter all over the place, which is especially noticeable at very high ARs and skill levels. You can find frametime plots showing this in my recent replies.
@Evrien_L I started working on McOsu in 2015 because of frustration with stable missing tons of convenience features for practicing.
VR support got added just for fun after a few rounds of public releases/updates on Github, caused by me getting my first HTC Vive headset once available.
@Taydenplus @Wqite_ Try forcing non-overlapping processor affinity via Task Manager on McOsu and OBS (e.g. first 2 cores for the game, rest for obs).
I have seen cases where obs decides to aggressively eat the same core(s) causing all sorts of stuttering and problems.
@ppy@funnysmartguy12 Unfortunately the same thing happens with unlimited fps. It is very much noticeable at high skill levels apparently.
lazer behaves almost as bad as stable, maybe 10% better with regards to average jitter.
I disagree with "by design", a game should not jitter just to save cpu.
@ppy@funnysmartguy12 This is not really something you can see on a video recording (maybe with a 1000+ fps high speed camera?), but I've created a frametime plot with both clients running same settings/beatmap/etc.
Stable's fps limiting sleep/yield logic seems very jittery in high-fps scenarios.
@mr_fgchamp @enri623 @hyp_rr @rudj_ No. Changing mods during gameplay has always been an intentional feature, similar to the in-game console (SHIFT + F1) allowing modifying any game value like hitwindows/animations/etc. at any point in time.
McOsu is a customizable practice client, not a legitimacy proving client.