20151117

published 17 Nov 2015

Skip a day, what’s new?

Recent account compromises

It has come to my attention that over the last few days a lot of osu! livestreamers have been hacked. The common link seems to be that they all had active xsplit accounts (which was hacked in 2013, leaking all passwords). This means that the said users were using the same password across twitch, twitter, osu! and more. First and foremost, if you are doing something like this, LEAVE RIGHT NOW AND CHANGE YOUR PASSWORDS. Get a password manager and set one password per service!

Even though I am confident that osu! was not involved in the leaking of any details, I am making sure further such attempts will not result in osu! accounts being compromised. Starting yesterday I began rolling out email verification for certain account actions. Going forward, we will also be adding email verification to the game client, but this will require a touch more implementation. Expect it in the near future.


Further optimisations

I’m still not giving up on resolving the issues people are having with the new stable releases. There’s still plenty of avenues to explore in an effort to get osu! running smoothly on all systems. That said, we have made significant progress and the number of people complaining has dropped to the point I’m struggling to find people to test with. A good sign indeed.

Was linked an interesting article in the comments of a previous blog. Definitely worth a read if you want to know what we’re facing. Some may ask “then why opengl?” but I still believe it is the correct path forward for maximum compatibility. Just give us a bit more time to work things out!

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20151114

published 13 Nov 2015

And so ends another week. Yesterday’s performance gains were so good that I had to push out a new stable release. While we most definitely haven’t solved 100% of frame stuttering, I feel like we are gradually gaining and understanding of how this is happening and should be able to eliminate it completely in the near future. Let’s just say at the end of the day it may have nothing to do with OpenGL itself (but rather the implmentation of SwapBuffer on different manufacturers’ drivers).

How are you guys finding the latest update?

Today I also finished the last stage of the build propagation graph: it now shows individual stable builds rather than clumping them all together. The graph will now be a lot smoother to look at, and will show the gradual switching of users from one version to another, rather than a sudden drop each time there’s a new release.

OWC Round Of 16 happening this Sunday, so we’ve been busy preparing and stabilising the streaming setup. It looks like we’ve been able to find the cause of the problems last weekend, so things should be a lot nicer to watch this time :).

I’ll likely be merging some more osu!web changes in this weekend (specifically affecting the forum design) so keep a watch over there too!

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20151112

published 12 Nov 2015

Went a few days without blogs. Sorry about that!

Performance Issues

I’ve been working long and hard with anyone still experiencing performance issues in the new osu! releases, and don’t plan on stopping until every last person is happy. Finally we’re making some good forwards progress with this, too!

  • Fixed a number of thread scheduling issues.
  • Moved all threads created in osu! to pools to avoid thread creation overhead.
  • Reduced overall GL call count per frame.
  • Removed all redundant GL calls (state changes where not needed etc.).
  • Removed all deprecated GL calls.
  • Improved texture colour conversion performance (should help with videos).
  • Made changes to net code to (hopefully) fix all remaining cross-thread contention issues.
  • Improved messaging in options when compatibility mode is being used.
  • Added a multitude of debug toggles to cutting edge so users can help us test various scenarios.

Plenty of breaking fun along the way!

OWC

We also released osu! World Cup profile banners over the weekend, which have been met with astounding enthusiasm! Thanks to everyone who is supporting this effort; it helps us make sure we can provide the best tournament experience and also give back to the best players out there. I’ll be releasing stats on the banner sales, including a ranking of which countries got the most financial support a bit later on!

We did have some issues with streaming matches due to a weird bug which surfaced causing osu! and OBS to crash in one huge mess. We’re working on a fix for this, and also ensuring we have dedicated streaming hardware from this weekend onwards. Make sure to tune in again this weekend :).

Made it to the 10th year anniversary live of Chatmonchy yesterday. Was an amazing concert! Ended with heart-shaped paper planes raining from the skies!

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20151106

published 06 Nov 2015

  • Pushed a few further fixes to cutting-edge for stuttering. Still tracking down some of the more common causes (a bit hard to pinpoint them!).
  • Adjusted the new combined Unlimited FPS setting to be more friendly to users who want to stay in unlimited fps throughout gameplay. Now maintains unlimited throughout breaks and intro time (and also for replays).
  • Busy with OWC preparations. Hopefully we’ll have something to surprise you guys with tomorrow! Hope you guys are hyped for the tournament; it’s gonna be the biggest ever!

Replaced my key caps recently, so enjoy some photos of my custom layout as a consolation for the short update post!

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20151105

published 05 Nov 2015

Dedicated a good portion of today continuing performance debugging with testers. Made some forward progress and fixed stuttering caused by texture creation that was previously happening far too often when sliders are being displayed (and created some weird ghost sliders in the process – will be fixed tomorrow!).

Also continued improving performance.log output, which now contains relatively accurate call stacks when a spike is detected! This is basically the gold-mine for debugging performance issues, so I was thrilled to get it working. Also added many new stats and switches which may help us help you fix your performance issues.

I’ve already asked many times, but make sure to share your performance.log whenever reporting stuttering issues. It is of incredible value. Note that it’s still only available on cutting-edge (and even going forward, will not be available on stable releases due to the slight overhead incurred).

Yes, today continue in a chain of boring blog updates. I’m making a lot of important forward progress, though! Don’t forget OWC is starting this weekend, too!

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