Quick retry should be instant, it shouldn't reload the entire beatmap
Describe the bug: When restarting the map (via quick retry hotkey) everything is reset and reloaded which can take a very long time on low spec computers or on maps with elaborate storyboards. Instead of restarting the entire map, only score (and replay recording, etc.) should reset and song should be seeked to the beginning, everything else that stays the same between runs (hitobjects, storyboard assets) shouldn't be reloaded.
osu!lazer version: 2020.515.0
There's two ways to look at this. First of all we do have an eventual plan of caching the post-parsed beatmap content in WorkingBeatmap. This would help improve load time even after returning to song select (until the working beatmap was GC'd).
Second is that a quick restart only needs to rewind to the beginning of the beatmap, and we may be able to do this in a fun way using existing rewind logic. Unfortunately rewind logic is also under-performant current and this would likely take longer (unless near the beginning of the map) currently.
Both relatively low priority but definite considerations we have in mind that will help with the mentioned restart case.
This have vastly been improved with the introduction of pooling. Going to drop this to low priority.
For me this is a big deal, retry in osu! standard is absolutely instant. But in lazer it absolutely gets me out of the zone/ flow state.
why is this low priority this is one of the most asked for features by the player base ? please give quicker retry
Will be improved in the next release. Please report back on how things feel.
@peppy I'm not sure if it's the intended effect, but it feels inconsistent. Quick retry before hitting any circles feels quick. It doesn't display any kind of loading screens. While after hitting any circle, quick retry feels sluggish. The song title\loading displays a bit after pressing quick retry when the song resets, unlike how it was in the previous version (displaying right at the moment you press quick retry), making it feel slower than it actually is.
https://github.com/user-attachments/assets/cd74d24c-5477-427e-a73b-924917181701
I'm on linux, with osu-lazer version 2024.1115.3
Quick retry before hitting any circles feels quick. It doesn't display any kind of loading screens. While after hitting any circle, quick retry feels sluggish
that's probably because if you don't hit anything, the score doesn't submit. aborted plays where something was hit do submit to the server, not for the purposes of leaderboard display of actual score keeping, but for the purposes of profile statistics accounting.
Okay, makes sense. But the display of the title\loading screen is still jarring compared to the previous version. It appears after a bit when you press quick retry, not as soon as you press the button.
Is this just something on my system?
Okay, makes sense. But the display of the title\loading screen is still jarring compared to the previous version. It appears after a bit when you press quick retry, not as soon as you press the button.
Is this just something on my system?
The beatmap info only shows if the loading takes enough time. This change was made here: https://github.com/ppy/osu/pull/30603#issuecomment-2475751770
So.. It would look jarring either way, whether it loads fast or a 500ms too late. I'd honestly much prefer having it hidden altogether on quick retry, unless it takes absurdly long time to load, indicating a problem of some sort.
aborted plays where something was hit do submit to the server
It just occurred to me to test it out when I'm not logged in. There's no delay, so the info isn't displayed (as expected). Quick retry feels almost instant, and I think it's actually faster than being logged in.
I believe the culprit in my case is the network. Having some network activity is apparently causing me a bit of delay, exceeding the threshold of fading-in the beatmap's metadata, and potentially delaying quick retry.
Edit: I've also tested being logged in, failing on a beatmap and waiting for a bit before hitting the quick retry button. Info isn't displayed as expected, and retrying feels faster. Exactly the same as being logged out.
Eventually the score submit will become async and stop slowing down retry.
Closing this issue thread as it's now implemented.