|
United Kingdom20278 Posts
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
|
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
|
United Kingdom20278 Posts
Ah that could be the case
|
|
![[image loading]](http://i.imgur.com/QNAptgy.png)
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.
|
United Kingdom20278 Posts
LOL :D
On August 14 2015 02:23 deakachu wrote:![[image loading]](http://i.imgur.com/QNAptgy.png) 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.
|
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.
|
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.
|
Canada2764 Posts
![[image loading]](http://puu.sh/jBdSv/58c4455f75.jpg)
B when doe
|
So anyone up for some MP?
|
|
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.
|
Canada2764 Posts
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
|
United Kingdom20278 Posts
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]](http://i.imgur.com/1y9mavU.png) ^regular game
![[image loading]](http://i.imgur.com/WZUuCOr.png) ^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]](http://i.imgur.com/7Aty0YG.jpg) regular^
![[image loading]](http://i.imgur.com/Dipay9D.jpg) ^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)
|
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 ^^
|
United Kingdom20278 Posts
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
|
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?
|
United Kingdom20278 Posts
your graphics drivers or (if you can't do that for some reason) settings on your monitor, just increased gamma
|
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?
|
United Kingdom20278 Posts
depends what you're using for graphics, it's nvidia control panel for me
|
|
|
|