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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20150716

published 16 Jul 2015

Hi there. I spend a good portion of today locking down the new slack team, as it got flooded with people that I didn’t want to be on there (some creating up to five accounts before I got to restricting access). You may say “You should have known better”, but it would seem I don’t think that far forward! It’s a trial and these things are bound come up; whether we can overcome them and achieve a stable environment will be the interesting part.

With that out of the way, let’s talk about my goal for this week: a public release. For those of you not on cutting-edge or beta, you have probably noticed the lack of any updates for 3 months, so it’s probably about time I directly address why it has been so long (and why I’m not going to be able to meet my goal for this week).

Most are aware of the switch to .NET 4 and OpenGL. While we have made amazing progress in compatibility and performance – most users are reporting amazingly better performance on cutting edge – there are still a number of issues to fix. Most of the remaining issues are experienced by only a handful of people, but when you extrapolate that to an audience of over one million players, there are bound to be many more casualties.

What kind of issues are left to be fixed? Here’s an incomplete list from the top of my mind:

  • osu!mania performance degradation for some
  • Software renderer being returned for users with WHQL (generic) drivers
  • OS X compatibility

Apart from this there are a lot of smaller regressions which I am happy to push live, but these few remaining compatibility problems are basically what’s holding things back. They may take quite some time to iron out, too, which is why I am changing my release strategy this time around.

Rather than waiting for everything to be resolved, I am planning an interim public release which has knowledge of the criteria which trigger broke behaviours, and will stop the user from receiving updates in these cases. Something like this was already used for the switch of cutting-edge to 4.0, so it’s not unfamiliar territory. Only through the magic of release streams can it be done with little effort.

So when will the next public release be, you ask? I hope to have it available in the next week. Three months is just too long.

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