Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Daycore reduces the animations framerate #24600

Closed
zXd12 opened this issue Aug 20, 2023 · 4 comments
Closed

Daycore reduces the animations framerate #24600

zXd12 opened this issue Aug 20, 2023 · 4 comments

Comments

@zXd12
Copy link

zXd12 commented Aug 20, 2023

Type

Game behaviour

Bug description

It's very noticeable in mania, but it affects all game mods (probably. the sliders seems to be less smooth in standard but I'm not sure). It is daycore related, half time doesnt do that when activated.

The speed modifier doesn't change anything, the framerate decrease is the same at 0.99x and 0.5x speed. Changing the framerate limit and scree mode didn't change anything either.

This is not a general performance issue, my cursor is still perfectly smooth and the fps graphs are equaly flat with and without daycore.

Screenshots or videos

No response

Version

2023.085.0

Logs

updater.log
database.log
input.log
network.log
performance.log
runtime.log

@peppy
Copy link
Member

peppy commented Aug 21, 2023

Are you watching a replay when observing this? It sounds like interpolation isn't running correctly for you. I've tested and can't repro this, so might be something local to your system (although logs don't reveal any hints to this happening).

@zXd12
Copy link
Author

zXd12 commented Aug 21, 2023

No, it happens during gameplay. I have had problems with being on the dev branch of windows with other games but I recently switched to a preview build on the same hardware so this shouldn't be the problem. The weird thing is that I have this problem since a long time but sometimes it only starts happening after playing the game for a while. I'll try to test things to find what exactly causes the problem and I'll reopen this if I find anything.

@zXd12 zXd12 closed this as not planned Won't fix, can't repro, duplicate, stale Aug 21, 2023
@zXd12
Copy link
Author

zXd12 commented Sep 30, 2023

I have found a fix for my problem, but even more confusing elements.

I am using bluetooth earbuds (Jabra Elite Active 75t) every time this happens, and when I switch to a usb headphone the animation framerate fixes itself. Sometimes the animation framerate will be fine on every map, even if I use my earbuds.
I'm pretty sure it has to do with audio output handling, I can litteraly see the framerate fix or break itself when I change the device in the settings while a beatmap plays.

When the problem happens, it affects Most of the maps but not all of them.
I will try to reproduce my tests with the same set of maps another day for consistency, but for now I have this :
were affected :

  • 1714520 Camellia - Final Flash Flight
  • 1423058 Street - Hestia
  • 988031 Artisan - Summon
    were not affected :
  • 846536 Blank Banshee - B__Start Up
  • 1276332 ARForest - The Last Page
  • 1895281 Silentroom - Protoflicker
    This is valid for every difficulty of each map. I wasn't able to see a difference in their file that could be the source of the problem tho.

This is not a daycore specific problem, it has to do with audio stretching. Wind up/down also have this problem, but the framerate diminution varies depending of the playrate. From my testing 85% seems to be one of the worst spot.

video.mp4

Sometimes the problem fixes itself between game reboots. I relaunched the game to reproduce it because my first screen recording was to large to fit on github, but the it had disapeared.

I don't think this is really a high priority bug to fix, since I seem to be the only one to have this problem and found a way to fix it. (Plus I am probably the only player who uses a bluetooth audio output anyway, my offset is litteraly -300ms, I can't even use hitsounds)

@peppy
Copy link
Member

peppy commented Oct 1, 2023

For what it's worth, I'm currently working on revamping game-wide timing, and one of the changes I have planned will 100% fix this issue. You can follow along with progress here.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants