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[Game] Osu! - Page 328

Forum Index > General Games
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Cyro
Profile Blog Joined June 2011
United Kingdom20294 Posts
August 13 2015 14:30 GMT
#6541
On August 13 2015 23:12 monomo wrote:
I increased the gamma, not the brightness...

edit
Additionally I can't increase the brightness or the general appearance of aproach circles which was what I was mainly trying to do.


The main benefit you get though is due to stuff being brighter or more contrasting against flat black background? And sure you can change the brightness/appearance of approach circles. It's a skin element
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
monomo
Profile Joined August 2011
Germany150 Posts
Last Edited: 2015-08-13 14:34:05
August 13 2015 14:33 GMT
#6542
What osu! does - i think - is multiply the color of your approach circle (the combo color in the skin.ini) by something small in the few frames before and during the approach circle's first appearance - making a color like 255,255,0 to 40,40,0.

WHat agmma does is it multiplies this color by something large and clamps it to 255,255,255.
So you get some additional frames of full visibility of the circle. According to my theory.

Edit: Experimentally streaming a little for now, www.twitch.tv/monomosc , rank around 520
Cyro
Profile Blog Joined June 2011
United Kingdom20294 Posts
August 13 2015 14:37 GMT
#6543
Ah that could be the case
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Laurens
Profile Joined September 2010
Belgium4544 Posts
August 13 2015 15:17 GMT
#6544
On August 12 2015 00:07 Cyro wrote:
Hey Laurens, what's your ingame name?


http://osu.ppy.sh/u/2776870

don't ask
deakachu
Profile Joined December 2012
103 Posts
August 13 2015 17:23 GMT
#6545
[image loading]

New top play, it was pretty unexpected on my first clear of the map. (Though I did restart a few times). Copyright audio so I can't put it on youtube. Overweighted farm map but 200pp pretty hype for me anyway.
Cyro
Profile Blog Joined June 2011
United Kingdom20294 Posts
Last Edited: 2015-08-13 18:41:23
August 13 2015 18:40 GMT
#6546
On August 14 2015 00:17 Laurens wrote:
Show nested quote +
On August 12 2015 00:07 Cyro wrote:
Hey Laurens, what's your ingame name?


http://osu.ppy.sh/u/2776870

don't ask


LOL :D

On August 14 2015 02:23 deakachu wrote:
[image loading]

New top play, it was pretty unexpected on my first clear of the map. (Though I did restart a few times). Copyright audio so I can't put it on youtube. Overweighted farm map but 200pp pretty hype for me anyway.


gz

Overweighted farm map


i think there's way too much of a circlejerk there, pp system doesn't care about what you subjectively find hard or not. It just rates based on things like OD, distance between circles, circle count etc.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
deakachu
Profile Joined December 2012
103 Posts
August 13 2015 18:55 GMT
#6547
I do think some mappers have figured out how to exploit the lack of accounting for complexity in patterns and rhythm in pp though. It's impossible to add in to the algorithm because some of it depends on what maps you are used to. If lots of maps have star jumps they become easier for everyone but it's not the same with higher bpm streams for example. Maps that are like this are usually more popular so I can see why people map that way. Also it's not that significant in 99% of maps so the pp is still reasonable.
monomo
Profile Joined August 2011
Germany150 Posts
August 13 2015 20:11 GMT
#6548
On August 14 2015 03:55 deakachu wrote:
I do think some mappers have figured out how to exploit the lack of accounting for complexity in patterns and rhythm in pp though. It's impossible to add in to the algorithm because some of it depends on what maps you are used to. If lots of maps have star jumps they become easier for everyone but it's not the same with higher bpm streams for example. Maps that are like this are usually more popular so I can see why people map that way. Also it's not that significant in 99% of maps so the pp is still reasonable.



I don't think Fycho is doing his stuff on purpose, though it might be..For other mappers there are really no outstanding ones who have a disproportionate amount of "farm" or super high pp maps AFAIK.
Soularion
Profile Blog Joined January 2014
Canada2764 Posts
Last Edited: 2015-08-14 12:22:37
August 14 2015 12:22 GMT
#6549
[image loading]


B when doe
Writermaru pls
monomo
Profile Joined August 2011
Germany150 Posts
August 14 2015 20:39 GMT
#6550
So anyone up for some MP?
hotcream
Profile Joined August 2015
27 Posts
August 15 2015 01:24 GMT
#6551
--- Nuked ---
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
August 15 2015 08:36 GMT
#6552
On August 15 2015 05:39 monomo wrote:
So anyone up for some MP?

Sorry, I can't at all this weekend ):
Next week I'll probably have more time.
Soularion
Profile Blog Joined January 2014
Canada2764 Posts
August 15 2015 09:36 GMT
#6553
On August 15 2015 05:39 monomo wrote:
So anyone up for some MP?

I'll be on later today, add me! Although I'll prob play with autopilot, we can still have fun :p
Writermaru pls
Cyro
Profile Blog Joined June 2011
United Kingdom20294 Posts
Last Edited: 2015-08-16 00:47:27
August 16 2015 00:21 GMT
#6554
The gamma thing is actually real, holy shit

they do have some weird fade in time where they don't show the approach circles properly for at least several frames (maybe even like 30 milliseconds, so really significant)

completely awful screen pics but even the hitcircles themselves are faded.

[image loading]
^regular game

[image loading]
^increased gamma

This is exactly the same point in time, paused game. Camera settings completely unchanged - I just started a map and let it auto pause itself at the moment the first hitcircle appears. Instant fix to improve reading though it looks pretty awful.

based on the amount of time it takes, it could easily make a difference of +0.2 - 0.4 AR readable with the same human reaction times

fuuuuuuuuck just did some more testing

Everything is fade-in. 12 entire frames @60fps (200 milliseconds) and the white is still only 179,179,179 (70% of maximum brightness)

with gamma tweak the circles are not only visible to the point where you can actually see them in any capacity as much as ~30-50ms earlier, but they're 255,255,255 within about 4-5 frames of 60fps rather than 20+ frames. That's just a really fucked up huge competitive advantage and i can't believe they still have that default behavior in the game without the option to change it.

I was going to record @120fps to see time more finely but it's obviously not neccesary. When stuff is measured in 10 or 20 frames @60fps there's a huge problem.

Here's the same still frame from a video about 50 milliseconds after the circle (well, slider) first appears. 50 milliseconds, as in about 7 to 8 frames @144hz.

[image loading]
regular^
[image loading]
^gamma increased through hardware or software

fuuuuuuuuuuuuuuuuuuuck

not just a camera brightness thing, the color of the image is dimmed out on the game itself. Glow-cursors are kinda messed up but you can legitimately play like that.. It's also easily done so it's invisible to recording/streaming software or any kind of software at all (including anticheats, if it was considered cheating for some stupid reason)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
monomo
Profile Joined August 2011
Germany150 Posts
Last Edited: 2015-08-16 01:56:23
August 16 2015 01:55 GMT
#6555
I noticed when a friend of mine with the same monitor (Benq XL2411Z with 144Hz) complained h couldn't read high ar as well... I couldn't either and noticed his gamma settings were extremely low

Monitor settings can't be cheats ^^
Cyro
Profile Blog Joined June 2011
United Kingdom20294 Posts
Last Edited: 2015-08-16 02:59:28
August 16 2015 02:59 GMT
#6556
I just assumed that they wouldn't take ages to fade in because it would be silly to have such a huge handicap. Yet another game design decision that works fine for random casual players but actually has huge implications for high level play

It looks odd without the fade-in, but the default fade-in time could be reduced by 50-80% easily
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
August 16 2015 20:01 GMT
#6557
I don't understand anything about gamma brightness etc.
What should i do to get max performance on a regular 60 hz monitor? Or in other words, what are the relevant parameters and where should i be able to find them?
Cyro
Profile Blog Joined June 2011
United Kingdom20294 Posts
Last Edited: 2015-08-16 20:24:51
August 16 2015 20:23 GMT
#6558
your graphics drivers or (if you can't do that for some reason) settings on your monitor, just increased gamma
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
August 16 2015 20:48 GMT
#6559
First indication via windows calibration wizard putting gamma on max gives pretty good results. Osu looks really ugly, but I see everything much more clearly now, like i can actually follow the approach circle at ar10 (I always just watch a few frames to judge timing, even when there's nothing else to look at). Where should I find my graphics drivers? Via control panel or something? Or should there be some kind of installed software?
Cyro
Profile Blog Joined June 2011
United Kingdom20294 Posts
August 16 2015 21:10 GMT
#6560
depends what you're using for graphics, it's nvidia control panel for me
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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