20150731

published 31 Jul 2015

Got the new public release out the door, and already have some metrics to work with. So let’s take a look at the picture as it is now. It’s not as optimistic as it could be, but my expectations weren’t high.

Total sample size: 27,360 (this will increase over time)

Hardware OpenGL context availability

Two of every hundred users will be unable to run the next public release, due to having incorrect drivers installed. They may have been able to scrape by until now using the generic “Microsoft Basic Display Adapter” - which provides very limited hardware support for DirectX - but this just doesn’t cut it as far as OpenGL is considered.

For the most part, the answer here is user awareness. Users need to install graphics card drivers where they are not yet present on their system. There is already a pop-up in osu! (as of today) which informs users of this problem and directs them to a wiki page with useful details on fixing it.

.NET 4.0 availability

Even more alarming, almost four in every hundred users don’t have .NET 4.0 (or higher) available on their system. This is also a cause of nor being able to run future osu! builds. osu! has had a pop-up for some time now which allows the user to click to install a newer .NET framework, but it looks like we still have some way to go here.

It’s also important to keep in mind that some of these users are wine users, which are unable to present .NET 4 to osu! until we release a new osu! bundle for OS X.

GL FBO availability

Frame Buffer Objects are useful for drawing to textures at very high performance. We use them for slider and game-wide filter optimisations and plan to use them more going forward. They are pretty well supported, but the game will still need to work without them for the foreseeable future.

GL VBO availability

Vertex Buffer Objects are useful to reduce draw calls and CPU-GPU memory bandwidth usage by sending large buffers containing everything you want to draw, while also only updating what you change. It gives the GPU more independence. While we have a working branch with VBO support, we are still analysing whether this will be of benefit for a game like osu!.

Fall-back support would still be available even if VBOs were used. We already use VBOs for cursor trail rendering where available, as it helps drastically with performance.

Conclusion

We still have some work ahead of us before the next public release is feasible. Not only do the above statistics say this, but there are reports of “stuttering” and general sub-par performance with certain GPUs. We are working with users to solve these. If you can reproduce lower performance on cutting-edge when comparing to the latest stable (direct x OR opengl) then jump on slack and help us help you in #cuttingedge!

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20150730

published 30 Jul 2015

Yes, I missed yesterday due to spending far too much time catching up on communications and financials and passing out before I got to posting. These things happen.

Okay, let’s get some information flowing! We are trying our best to get a public release out, but it’s not as simple as we hoped. There are still performance issues with certain users when running the next OpenGL based framework, and none of us are willing to release anything to the masses until it’s guaranteed to work for every user. So where do we stand?

Tomorrow I am puushing out a minor public release. It will start reporting back to us stats about users and their hardware, in a way that we can:

  • Know how many users are going to have issues if we were to push out the new framework.
  • Which users we can contact if we need testing with specific hardware.
  • Focus our efforts on the areas that require the most attention.

For those concerned with privacy, here’s what is sent for my PC:

Once we gather these results, we can begin to tackle the bigger problem of fixing the next release to work flawlessly for everyone. I don’t have a timeline for when this will be done, but we do plan on pushing out any critical fixes to the old stable branch in the mean time as necessary. I also plan to selecvtively push people to the new framework based on their PC specs (in the case we don’t solve every issue) to ensure a smooth roll-out process.

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20150728

published 28 Jul 2015

Apologies for the lack of posts! Got a bit lost in nature. Hopefully some photos will make up for it.

Returning to our regular schedule tomorrow, all going well.

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20150721

published 21 Jul 2015

I’m out of office but still working on-the-go this week. Will try to keep up the posting as I go. Here’s some questions I answered but never got around to posting on the weekend!

@ppy If I were to go to Japan would I be allowed to meet you sometime or do you strictly differentiate between virtuality and reality? –WiiPlayer2

I’m always happy to catch up with osu! players! Give me a yell on twitter if you are visiting Tokyo and we’ll sort things out :).

@ppy why pp arent always proportional with the stars difficulty? Also are you proud of how became the osu (throught community) ? –MrDestla

That is a question best for Tom. As far as I’m concerned they should be in parity, but this doesn’t account for the drop-off when you don’t get 100% accuracy.

@ppy What do you think was the hardest thing to add in to the game? –JH23_PL

Was, or is? Honestly, the hardest things to implement are those that require consideration of migrations (features where we need to allow for upgrade paths). For instance, osz2 (the new file format which is still only used in beatmap submission) or huge build changes (.NET 2 -> 4, Direct X to OpenGl etc.).

So basically we’re currently at the pinnacle of difficult implementations! It should get easier from here.

@ppy what kinds of features will be implemented along with the teams? –_iDunno

We’ve given a few sneak peaks of what to expect on osu!next and also on the osu!talk episodes with flyte and myself, so I’m not sure I have anything extra to tell you! The basic idea is to make teams fit a very broad scope, so groups can use them for competitive play or just for getting together and having fun.

@ppy my cursor keeps derping out and going all over the place whenever i play osu! it works fine on any other game/in general. your input? –batmanjammies

Try Raw Input, and play with the sensitivity settings. It may be that you are just doing more drastic movements in osu! when compared to other games, and your sensor can’t keep up, so please try the same movements in windows to make sure it’s not a hardware limitation.

@ppy Any osu! player already recognised you in the streets? If yes how was that moment? –italobechepeche

Has not happened yet.. although I have had people stalk my twitter and join meet-ups with other people unexpectedly.

@ppy When is the new osu! update coming? I REALLY wanna see it, just a demo or something pleeeaase –andr813c

It’s coming when it’s done. Honestly, we don’t even have a demo to show. Keep a watch on osu!next blog and my blog for the latest.

@ppy Are you familiar with the @handmade_hero project by @cmuratori? It is very inspiring and wondered if you had any thoughts? –cjwiet

I’m not… I’ll have to look into that!

@ppy Hello there! I just wanted to know something owo ! The limit of qualified maps is reseted every day at 18:00 ? It’s weird here o: –Secretpipe

At one point it was reset at a certain hour, but now it’s a rolling limit to make things fairer.

@ppy What program you use to record videos? –Repflez

ShareX with puush setup as a custom uploader. It’s great.

@ppy Is there any estimate on when the Linux version is gonna be worked on? –YaLTeRz

After OS X is out and stable we can consider that.

@ppy You think to implement a lan multiplayer option for osu? (Useful for osu! Partys with friends and more pc’s) –sebaex

While there won’t be an offline mode, I do plan on allowing local synchronisation for multiplayer games where all players are on the same local network.

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20150720

published 20 Jul 2015

Happy Monday to everyone! Another quick update post:

  • I managed to stream on Sunday! Thanks to everyone who made this relatively short stream a thoroughly enjoyable one. I hope to do it again soon.
  • Making good progress on the next public release. At the point where we can release any time; I’m just figuring the best strategy of release as far as timing goes.
  • The Slack team has proven to be useful in not only testing cutting-edge bugs but provoking some very interesting conversations! So far I’m pretty happy with the small community that has gathered there :).
  • Made great progress on the next osu!keyboard order. We’re almost ready to beging a production run of 2,000 units, so keep a look out for more information as it comes.

I realise I didn’t post a Q&A post on the weekend. I will be doing some more Q&A from tomorrow to make up for it. Trust that if I miss a post it’s for the best; this weekend that just passed was a very productive one!

Let’s make this week a great one.

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