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Strict Tracking mod seems inconsistent

Open ashandelle opened this issue 1 year ago • 5 comments

Type

Game behaviour

Bug description

Strict Tracking mod seems inconsistent, the leniency seems to vary sometimes even letting you completely miss slider ends or sometimes missing even when you stayed inside of the slider ball for the whole slider. (on a side note my game experienced an error when exporting the logs, should I make a separate issue?)

Screenshots or videos

https://github.com/user-attachments/assets/162519a1-325a-4978-8e4a-9b0e365bffce

https://github.com/user-attachments/assets/81b939d8-3a9b-442c-9d33-a52f2f327f29

https://github.com/user-attachments/assets/af055ae6-c857-4cd8-b455-834a63616ef6

Version

Lazer 2024.731.0

Logs

image

ashandelle avatar Aug 09 '24 19:08 ashandelle

can you upload the replays

sz-da avatar Aug 09 '24 22:08 sz-da

These are the replays used in the clips https://drive.google.com/file/d/1VFUWROrfPQKPhlfLzZLdEmZ9-4wyMH0n/view?usp=drive_link https://drive.google.com/file/d/1_rmnsRyUt7jQzczcXEZlvNek7AnSPS-F/view?usp=drive_link

ashandelle avatar Aug 09 '24 22:08 ashandelle

Here's some more replays that I haven't checked. https://drive.google.com/file/d/1XcqdS2VKjizwJa2Yr_AFq1LrhNsYX6aX/view?usp=drive_link https://drive.google.com/file/d/1hRcB0R-L-Bp32dBVH2AEZwNpxG73lYkZ/view?usp=drive_link https://drive.google.com/file/d/1OwDRKtpWeK9ryu5Ytn68JTmizNp68V9x/view?usp=drive_link https://drive.google.com/file/d/1Zxi0w5Ts2jnK0AnxlE934Wyfr0Ynadjk/view?usp=drive_link

ashandelle avatar Aug 09 '24 22:08 ashandelle

For the third video, there's nothing wrong with that. The larger white outer circle is the area which the cursor must stay within, not the sliderball.

Managed to reproduce the miss from the first video.

https://github.com/user-attachments/assets/39f6bd56-3f6c-420d-8b0f-2266138db5be

It appears that strict tracking will cause you to miss when releasing a key with the cursor over the slider, even if the sliderhead hasn't been clicked yet. Not sure if this is intended or not, but imo it would make more sense to only allow strict tracking to miss after the sliderhead is judged.

sz-da avatar Aug 10 '24 00:08 sz-da

For the third video, there's nothing wrong with that. The larger white outer circle is the area which the cursor must stay within, not the sliderball.

In that case I think there should be a setting to change the size of the outer circle, I've been playing Strict Tracking the whole time assuming that I was supposed to stay in the slider ball.

ashandelle avatar Aug 10 '24 01:08 ashandelle

I think this is happening because sliders are still tracked when the sliderhead is not hit, so whatever input is being held down at the time the slider starts (which if there is a delay for leniency it's probably not long enough) is the one that gets associated with the slider, regardless of whether the player intended to use a different input to hit the sliderhead. I assume this is an oversight.

In my opinion as someone who almost exclusively plays with ST, each slider (and hitobject) should only be associated with one input, so if an input was already associated with one slider or hitcircle, it cannot be used for another slider. This approach would solve this issue, but it's behavior with spinners could become a new issue or point of contention.

Otherwise a special exception needs to be made to solve this issue, or a delay added (or increased if one already exists) so that an input is not associated with a slider until after a certain window of time has passed. Maybe that delay could be tied to OD someway.

iijj22gg avatar Sep 20 '24 19:09 iijj22gg

I don't think that's the cause. As I've played more ST and improved the bug seems to happen less, implying that the bug can be avoided by skill, if it was caused by input mismatch then it wouldn't happen any less especially since I always alternate.

To me it seems like under certain conditions the OD is effectively raised temporarily, I think this because I've noticed that when it happens its always with a 100(or 50) on the hit error bar and I get both a 100 and a miss simultaneously. As I've improved with ST so has my accuracy on sliders causing it to happening less. At least that's what it looks like to me.

ashandelle avatar Sep 20 '24 19:09 ashandelle

I don't understand what you mean here... while it is true that, if my understanding is correct, this problem is avoidable with skill since it has to do with when you release an input, skill doesn't disprove anything.

To clarify, I've come to understand through replay analysis and by creating test maps that if your cursor is within the outer circle's radius of the slider head (or the beginning of the track or something like that) at the time point that slider starts, you haven't hit the slider head yet, and you haven't released your previous input, then that input becomes associated with the slider. So when you release that input it will be counted as a miss. It doesn't matter if you singletap or alternate once you're in this situation, since your next input where you maybe intended to hit the sliderhead is a completely different input.

There are plenty of maps where your path from one hitobject to the next slider is intersected by the track of that slider, which is a perfect opportunity for this to happen.

And what you said about getting a 100 and a miss simultaneously... you might just be getting the 100 on the slider head and the miss on the slider end.

I have a lot of weird edge cases though.

iijj22gg avatar Sep 20 '24 21:09 iijj22gg

Sorry I misunderstood your idea, it seems possible though.

There are plenty of maps where your path from one hitobject to the next slider is intersected by the track of that slider, which is a perfect opportunity for this to happen.

I don't think I've experienced the bug on maps like that, but they might just be to difficult to tell.

Ill have to go and test it.

ashandelle avatar Sep 20 '24 22:09 ashandelle

https://github.com/user-attachments/assets/3151d5a1-8cbd-4937-b437-dabb1bd4b4fe

If I've managed to understand your idea this time, it doesn't seem to be the case

I tried to see if a slider can only register one input, this is what happens most of the time.

https://github.com/user-attachments/assets/9e7f747e-a285-468e-9fbd-f5ea79620cf4

But if you get it right it does allow for more than 1 input.

https://github.com/user-attachments/assets/7ecc8727-e89d-4549-a631-4c0bb68438a0

Also if you keep going back and forth on the timeline to look at it, eventually it breaks and shows a nonexistent miss. (this is the same exact replay and session as the last video)

https://github.com/user-attachments/assets/e30c8aec-3557-49c7-abb1-269539007e75

ashandelle avatar Sep 20 '24 23:09 ashandelle

I made a separate issue for the nonexistent miss #29945

ashandelle avatar Sep 20 '24 23:09 ashandelle

I attempted to prove my theory by recording a clip with the key display blown up really big, just to realize I had come to that conclusion by not releasing the first input and like I thought I was, and was actually releasing the second input. So... no idea now.

Marking this and previous comments as off-topic.

iijj22gg avatar Sep 21 '24 04:09 iijj22gg

I have also noticed the replay inconsistencies. I have recordings for daily challenges where I get misses that do not always appear in replays, resulting in differing scores. I assume the replay inconsistencies are related to this issue because the inconsistencies appear on sliders where I get the weird misses. I haven't seen any inconsistent replays with other mods either (except in combination with ST)

The inconsistent misses are weird too, sometimes they don't even break the combo and the sliderend hitsound plays normally.

iijj22gg avatar Sep 21 '24 05:09 iijj22gg

It appears that strict tracking will cause you to miss when releasing a key with the cursor over the slider, even if the sliderhead hasn't been clicked yet.

I'm experiencing this as well and it is extremely annoying. I don't think it should be intended. As an full alternating player I usually press the next key right after releasing the previous key when there are consecutive sliders. If I'm just a little bit late on the slider head hit, there will often be a miss right when I release the previous key. This just feels like random misses that can happen anywhere when playing the map normally even if I follow the slider track perfectly.

Here is a video that reproduces this:

https://github.com/user-attachments/assets/d5e37d7c-e4bc-4997-9a04-f8cdd94905d1

supercontact avatar Dec 27 '24 07:12 supercontact

Is there a situation where Strict Tracking is supposed to show a slider break judgement in addition to a miss?

https://github.com/user-attachments/assets/8d6416f1-4ada-4e65-9396-540100080f6c

ashandelle avatar Feb 23 '25 21:02 ashandelle

I have a few more issues here

~~The first issue is that I cant seek forward by one frame~~ It appears to be random or depend on where you are in the song but it prevents you from seeking by single frames in one direction, I don't know if this is related to ST so I might make another issue for this

https://github.com/user-attachments/assets/727d39cb-e49d-43a6-8c7c-7f8e77924849

https://github.com/user-attachments/assets/1b8d0a71-76f3-427b-889b-89cfbb45ad7e

The second issue is that the replay incorrectly thinks that I failed earlier than I actually did if I scroll through it on the timeline, again I'm not really sure that ST is to blame but the slider that I "fail" on appears to behave weirdly

https://github.com/user-attachments/assets/2cfc4697-1131-4ed2-a6ea-e3522a05eec3

https://github.com/user-attachments/assets/478895df-0c01-4df9-b40a-b262cbc5d227

And the third issue is that ST doesn't appear to always count a miss when it should, although the replay viewer seems to try

https://github.com/user-attachments/assets/c8c3bd15-3597-4597-8ed9-e11749ebed1f

ashandelle avatar Mar 03 '25 22:03 ashandelle

Here is a video of the slider break in gameplay, this time it doesn't show in the replay: https://youtu.be/F4fN6N12Dlg Here is a video of ST letting me get away with missing half or more of entire sliders: https://youtu.be/4LgA9D37B0I Here is a new issue for the seeking bug: #32241 Here is a new issue for the incorrect fail: #32242

ashandelle avatar Mar 05 '25 22:03 ashandelle

not sure if this is 100% relevant to this report, however: #32324

0x84f avatar Mar 10 '25 22:03 0x84f

That appears to be an unrelated issue that is known and with no fix currently planned

ashandelle avatar Mar 10 '25 23:03 ashandelle