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Incorrect statistics in replay #19766

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thiccyoshi4568 opened this issue Aug 15, 2022 · 7 comments
Closed

Incorrect statistics in replay #19766

thiccyoshi4568 opened this issue Aug 15, 2022 · 7 comments
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area:replay priority:1 Very important. Feels bad without fix. Affects the majority of users.

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@thiccyoshi4568
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thiccyoshi4568 commented Aug 15, 2022

Type

Game behaviour

Bug description

Got a score with 95.00% and watched the replay. The accuracy after the replay somehow increased to 95.13%. Looking at the screen recording, it seems that the judgement counts changed. I'm so sorry for the watermarks and bad video quality by the way.

Screenshots or videos

osu_2022-08-15_12-19-05

osu_2022-08-15_12-18-56

clideo_editor_5935fceadf744c6eac35706888ce3275.mp4

Version

2022.810.2-lazer

Logs

performance-audio.log
performance-draw.log
performance-input.log
performance-update.log
runtime.log
updater.log
database.log
network.log
performance.log

@thiccyoshi4568 thiccyoshi4568 changed the title Accuracy is incorrect in replay Incorrect statistics in replay Aug 15, 2022
@AuracleTech
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Applies for osu standard too
In my case appears to be related to the accelerated replay

2022-08-30.19-04-25.mp4

@Sobsz
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Sobsz commented Sep 26, 2022

Another example in 2022.923.1-lazer: Sobsz playing EMILIA (CV_ Takahashi Rie) - Stay Alive (Seto Kousuke) [Insane].zip

In the actual play, I failed just before the end, but the replay fails 12 seconds before the end instead:

osu_2022-09-26_14-53-11

Additionally, skipping to the very end leads to a pass:

osu_2022-09-26_14-54-33

performance-audio.log
performance-update.log
runtime.log
updater.log
database.log
network.log
performance.log

@peppy peppy added the priority:1 Very important. Feels bad without fix. Affects the majority of users. label Sep 27, 2022
@peppy
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peppy commented Sep 27, 2022

Probably warrants investigating as these may be incorrectly being sent to the server too.

@smoogipoo smoogipoo self-assigned this Sep 28, 2022
@smoogipoo smoogipoo moved this from Next up to In Progress in osu! development roadmap Sep 28, 2022
@smoogipoo
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smoogipoo commented Sep 28, 2022

I'm investigating this one.

Part of the issue seems to be the AllowedImportantTimeSpan check which exhibits different behaviours with/without fast forwarding:

return IsImportant(StartFrame) && // a button is in a pressed state
Math.Abs(CurrentTime - EndFrame.Time) <= AllowedImportantTimeSpan; // the next frame is within an allowable time span

Another part of the issue seems to be slider start circles tracking slightly in non-ffwd when compared to ffwd. Likely the slider having one more update frame in the non-ffwd case.

The third thing to consider is that we're truncating replay frames to ints, so it's possible that replays can differ from gameplay.

@ekrctb
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ekrctb commented Jan 20, 2023

Another part of the issue seems to be slider start circles tracking slightly in non-ffwd when compared to ffwd. Likely the slider having one more update frame in the non-ffwd case.

is tracked in #13352

@Detze
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Detze commented Jan 12, 2024

The OP is just #11311 (comment) (map is OD 7, gameplay's Perfect hit window is 17.2 ms, replay's is 17.5 ms due to rounding, rest are all 0.5 ms wider in replay than gameplay due to rounding, so replay accuracy is better across the board - stable would be the same as replay, but fewer Perfects due to differing Perfect hit window formula).

@bdach
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bdach commented Jan 13, 2024

closing as duplicate

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