что такое unstable rate osu
Unstable Rate
Basics
Let’s begin – first off, it’s on the wiki, here.
Accuracy
When hovering over the performance graph, a tooltip is displayed with an Error and Unstable Rate.
Due to the way the DT (Double Time) and HT (Half Time) mods are implemented, the error and unstable rate values will be multiplied by the same factor as the song. To get the true values when playing DT, divide the results by 1.5. Similarly, multiply the results by 1.33 when playing HT.
Error
Error will always display two values which represents how far off the early hits were on average and how far off the late hits were on average. The higher the Overall Difficulty value of the beatmap is, the lower the Error values will have to be to do well when playing the beatmap.
Unstable rate
Unstable rate represents the consistency of the timing of the hits, where lower numbers are better (top players often score below 100). Note that the value measures consistency, not accuracy, so consistently in hitting 15ms early is the same as consistently in hitting “on time.” The formula is essentially the standard deviation of the hit errors (in milliseconds) multiplied by 10. Sample code is available as reference, showing how osu-stable calculates unstable rate.
You ever finish playing a map, and notice the graph that shows your HP over the span of a map? (A simple line graph, showing 0-100% of the map).
If you highlight it, it shows you some interesting statistics – one of which is called Unstable Rate. Here is the official page on it:
https://osu.ppy.sh/help/wiki/Accuracy
So – what do I need to know?
In a nutshell – lower is better.
Unstable rate is, in essence, a measure of how close the Unstable Rate bar (at the bottom of the screen) is to the middle, consistently.
For an example of this bar, check out this terrible video of me playing this song – it’s the Hit Error bar at the bottom.
Also, in general, the better a player is – the lower their UR is (to an extent) – higher OD (OD10, for example) will usually be accompanied by a fairly low UR (eg; sub 110).
Jump maps (with little finger control needed, and a consistent/easy to follow rhythm) will also have, most of the time, a lower UR. Tech maps, slider spam, etc will usually have higher UR.
How to convert?
(Unstable Rate shown in graph) ÷ 1.5
(Unstable Rate shown in graph) ⋅ 1.33
Что такое unstable rate osu
Naru ne osu! запись закреплена
1. С чего стоит начать, так это положение руки.
Она должна у вас лежать ровно, не свисать или наоборот как-то задрано вверх. Идеальное положение на первой фотке. Нужно это для того, что бы не повредить ваши руки при игре. Ведь от игры в неправильной позе, руки со временем сильно заболят, еще есть риск от такого заиметь тоннели в руках, а это очень плохо. Так же крайне важно держать кисть прямо, это показано на фотке №6.
2. Перейдем к самой сути стримов и как их играть. Ну во первых если вы уж совсем новичок в осу и не шарите как эти круги жать, объясняю. Прожимать ноты нужно поочередно нажимая на клавиши ZX, строго в таком порядке (zxzx) или (xzxz) смотря с какого пальца начинаете прожимать. Как понять с какой скоростью прожимать? Ну тут все неоднозначно. Я бы мог ответить что нужно жать в соответствии с ритмом песни, но тогда какой бы это был гайд? Собственно в понятии скорости прожима нам может помочь счетчик (unstable rate) внизу экрана, включить его можно в настройках. Как он работает? Если при прожиме стрима белый треугольник уходит влево, то вы недостаточно быстро жмете, если вправо, то наоборот слишком сильно. Так же в понимании скорости стримов нам поможет меню выбора карт, у каждой карты под названием указанно количество BPM (Количество ударов в минуту), чем это значение выше, тем быстрее карта и стримы на ней.
Небольшая таблица с вашего позволения:
3. Как быстрее прожимать? Я стараюсь со всех сил но ничего не получается!
В данной ситуации могу посоветовать поднять кисть в воздух и тапать пальцами с максимальной скоростью, мне помогает. (пример данной позы на 2 фотке).
Так же можете просто долго и упорно тренировать BPM который не можете прожать, со временем станет выходить лучше.
4 О спейсовых стримах ничего рассказывать не буду, так как сам ничего в них не могу. лишь дам примеры карт.
5 Карты для тренинга:
На этом все, надеюсь вам был полезен мой гайд.
Bad Unstable Rate // How do i fix?
Нет аккаунта?
Bad Unstable Rate // How do i fix?
So now that i have started looking at my UR Meter, I have realised how inconsistent I am. Most players have it close together but mine is really spread, is there any way i can become more consistent with my acc.
What my UR Meter normally looks like https://osu.ppy.sh/ss/9925937 :/
Not everyone play in same way, so there is different ways to down your UR and have more control about it.
Some people use AR circles to tap. Look at AR circle while closing and click it just when match with the hitcircle ring. Practice looking at Ar circles to improve it. Check other skins.
Other people use Music beats. You tap to match your tapping exactly when the music beat it’s going to hit. Listen carefull to music beats to improve it.
Other people use AR timming, rhythm, map flow or cursor movement to Acc. You look when the circle spawn and after practice you know exactly when to exactly hit it without care about music or Ar circles. just by timming. Practice at OD10 to learn faster the AR timmings.
Other people use mainly Hitsounds and other of the options i say above to start patterns. You listen the hitsounds and tap to make the hitsounds sound accurated with the rhythm.
For example i use hitsounds only to keep streams, music beat and ar circles to spaced slidders, only music beats to play fast tech slidders.
Find what you feel more confortable with and practice it.
Worst osu player effort/reward.
Improving old scores with bad acc is a decent way to start. Try fixing some scores on easier maps lower in your top ranks and really focus on accuracy. It should be easier since you’re already familiar with the map and the song.
Corim wrote:
There’s no actual way to fix UR, nor can you get low UR just by wishing really hard for it or even trying really hard.
It’s affected by a lot of factors, and usually you will get waaay better URs on maps that are both very easy to tap, read and aim for you.
So generally any metronome map (maps that only feature 1 type of note at best, with maybe a triple here and there, usually pp maps) that is below your skill level and a decent OD will give you good UR results.
You should never expect to get good UR on a song that is too draining on your stamina, too hard to read, too fast, too hard to tap, and to a certain extent even too hard to aim for you.
You can’t expect to magically get good UR on 270BPM maps when you just don’t have the speed for them, and naturally your UR will turn bad when you misread notes, or if a song requires very good fingercontrol, as any kind of mashing (whatever the reason for it) will ultimately ruin the UR, even if it only happens a couple of time over a map, it does affect the median by a lot.
Also, you’ll usually get better UR on maps with a very high OD, unless of course it comes with the difficulties mentioned above. Atleast for me it works like that.
I seem to subconsciously adjust to the looser OD on some maps and abuse it, while OD9-10 nets me better UR on average, as long as I meet all the other conditions required to play it.
An example for a map that makes it very easy to get good UR on is «Cold Green Eyes», as it’s not hard to read, IIRC only has 1/2 notes and has a very comfortable BPM and no stamina requirement.
Pretty much any pp map without streams makes it easy to get good UR, even for beginners. Try «Cold green eyes» or «Get Jinxed».
TL;DR is: You can’t improve UR. It comes naturally and is more of an indicator of a certain degree of mastery over a map. Even players with usually a very good UR will struggle to achieve the same UR on a map that is way more difficult (for whatever reason) than the ones they got their UR record on.
Decreasing error % and unstable rate
Нет аккаунта?
Decreasing error % and unstable rate
First of all, I know playing more is the only way and the best way to improve. I’ve also browsed some of the forum and the «How to improve at osu!» thread and done some slow streams for testing before this forum post.
Now to the point. I’ve been practicing more than before recently, and although I’m seeing a general improvement in reading maps (jumps, streams, hidden mod, overall stuff) and passing some maps that I couldn’t say, 2 months ago (No, 39, Remind, etc), but there’s not much of a difference for the error%. I usually get something like +/-15, and it’s pretty darn consistent too, never really hitting +/-18 unless I play something like Scarlet Rose, also never going below +/-12 even on easier maps. Starting to hit maps with OD9 now, and it’s killing me (I can’t pass 93%, even on easy maps like https://osu.ppy.sh/s/18156 ). Kinda annoying when I get the same % for maps like this as No, 39 (Same name, pun intended )
I’ve through some stuff but didn’t find anything for this in particular. I’ve noticed adding HD forces me to go with the music, and it goes down about +/-2ms when I smack that on the easier maps in comparison, but it’s not always easy to smack on an HD now. I’ve been practicing quite a bit on pretty much everything, and it’s not improving at all, so I think it’s probably got to do with method.
Tl;dr, how to practice decreasing error percentage? Apart from, say, playing more Scarlet Rose.
unstable rate means how stable your hit timing is, it’s useless alone but very nice to know when coupled with hit error
anyway just listen to the music and try to play the game as if you were playing an instrument, make sure your hitsounds are louder than the game music because that’s what will give you a nice pointer as to whether you’re playing in rhythm or not (don’t pay that much attention to 100’s or not, just listen to hit sounds to determine whether you’re on rhythm or not)
Almost wrote:
unstable rate is more your consistency though
going by your hit error, you’re hitting WAY too early and in rare cases you’re hitting a little late.
@Almost: Your UO is probably wrong or you’re playing wrong. Try using a + side in the UO, probably +6ms or something. Just a guess. Usually it’s from +5 to +9ms if you have a computer that isn’t ancient.
I would say listening to both the hitsounds AND the music is good. When mappers make the songs they put the hits where sounds are made within the music (commonly). Lots of times they map it to voices in the song or drums. If you know for a fact you’re hitting correct or you’re always hitting early/late just play around with the UO (should be like I said above).
If you have a correct UO you really shouldn’t have to touch any local offsets, unless it’s an unranked map or is old. If you’re still messing up you just need to work on listening to the song and picking out what the notes are mapped to. Avoid trying to hit notes based on visual actions.
Dexus wrote:
@Almost: Your UO is probably wrong or you’re playing wrong. Try using a + side in the UO, probably +6ms or something. Just a guess. Usually it’s from +5 to +9ms if you have a computer that isn’t ancient.
Almost wrote:
Dexus wrote:
@Almost: Your UO is probably wrong or you’re playing wrong. Try using a + side in the UO, probably +6ms or something. Just a guess. Usually it’s from +5 to +9ms if you have a computer that isn’t ancient.
Even with +15 local offset, I’m stilling hitting way too early so it’s most likely I’m just not playing the map properly.
Dexus wrote:
Do you always hit early on every map? In theory you should be hitting slightly late on every map if you’re listening to the song. Try going to an extreme and keep pushing the offset until you start hitting late and then ease back until it’s right. If even after putting it very far and doing all this and it doesn’t work then you really need to learn how to listen to the music.
Almost wrote:
Dexus wrote:
@Almost: Your UO is probably wrong or you’re playing wrong. Try using a + side in the UO, probably +6ms or something. Just a guess. Usually it’s from +5 to +9ms if you have a computer that isn’t ancient.
Even with +15 local offset, I’m stilling hitting way too early so it’s most likely I’m just not playing the map properly.
iSpR1Te wrote:
OD8’s aren’t a problem, I have quite a handful of S’s under there. OD9 just seems to be a hard wall I’m hitting.
Isn’t practicing maps that are barely passable the best way to improve, though? I’ve been having a hard time finding the insanes that are around this difficulty. most are still impossible for me (OD9+ with AR10’s are pure death).
thelewa wrote:
anyway just listen to the music and try to play the game as if you were playing an instrument, make sure your hitsounds are louder than the game music because that’s what will give you a nice pointer as to whether you’re playing in rhythm or not (don’t pay that much attention to 100’s or not, just listen to hit sounds to determine whether you’re on rhythm or not)
;-; I’ve played a few instruments but it’s not helping much here (Piano 10 does not help with mania at all. ) I definitely didn’t realize hit sound volume could be increased, though. This will probably make quite a big difference.
Dexus wrote:
If you have a correct UO you really shouldn’t have to touch any local offsets, unless it’s an unranked map or is old. If you’re still messing up you just need to work on listening to the song and picking out what the notes are mapped to. Avoid trying to hit notes based on visual actions.
+16 is really REALLY common for some reason). Visual actions are so tempting, though, especially when (failing at) snapping. I can usually pick out when they SHOULD be clicked, but sometimes my left hand hits the key before I want it to and immediately know it before the 100 even pops up. I guess that’s just discipline, though.
nooblet wrote:
iSpR1Te wrote:
OD8’s aren’t a problem, I have quite a handful of S’s under there. OD9 just seems to be a hard wall I’m hitting.
Isn’t practicing maps that are barely passable the best way to improve, though? I’ve been having a hard time finding the insanes that are around this difficulty. most are still impossible for me (OD9+ with AR10’s are pure death).
thelewa wrote:
anyway just listen to the music and try to play the game as if you were playing an instrument, make sure your hitsounds are louder than the game music because that’s what will give you a nice pointer as to whether you’re playing in rhythm or not (don’t pay that much attention to 100’s or not, just listen to hit sounds to determine whether you’re on rhythm or not)
;-; I’ve played a few instruments but it’s not helping much here (Piano 10 does not help with mania at all. ) I definitely didn’t realize hit sound volume could be increased, though. This will probably make quite a big difference.
Dexus wrote:
If you have a correct UO you really shouldn’t have to touch any local offsets, unless it’s an unranked map or is old. If you’re still messing up you just need to work on listening to the song and picking out what the notes are mapped to. Avoid trying to hit notes based on visual actions.
+16 is really REALLY common for some reason). Visual actions are so tempting, though, especially when (failing at) snapping. I can usually pick out when they SHOULD be clicked, but sometimes my left hand hits the key before I want it to and immediately know it before the 100 even pops up. I guess that’s just discipline, though.
+16 usually, then playing OD8 is probably the highest to play at the moment, any higher would just cause you frustration from many random 100s (and I still think OD8 is pushing it). Getting S’s doesn’t matter if your accuracy for the S is only 93 or 94%. Practicing accuracy is not the same as practicing other aspects of the game, you play easier maps rather than harder maps to improve.
Unstable rate osu что это
Accuracy is a percentile measurement of a player’s ability to hit hit objects on time. There are three types of accuracy that a player can have: the beatmap’s accuracy, which is dependent on hit scores gained; the player’s overall accuracy, which is weighed to allow better scores to stand out more; and the player’s Performance Points (pp) accuracy, which is dependent on the submitted score’s accuracy.
What unstable rate is considered good?
EDIT: 60 is like +- 5 ms? that is really damn accurate.
A new thread every day keeps the forums trolls at bay :3.
These people are trolling you.
My acc is relatively bad, but for you my UR would be a blessing. 100 or lower on singletapping maps and 140 or lower on streamy ones is okay.
Both without DT, because then UR gets increased by about 50%
unstable rate on a good run. Well my accuracy is abysmal to begin with so my unstable rate even on a good run is still a disappointing 250. I recently started to relax always during a song because my hit meter always showed either too fast 300 or too fast 100 and almost never slow 100. I think this will help my consistency and accuracy since i will be able to not give a damn even if the map is hard (because i still tap to fast lulz).
A new thread every day keeps the forums trolls at bay :3.
AmaiHachimitsu wrote:
Of course we are. Unstable rate is only a number with no meaning behind it, just like how many pp you have.
What unstable rate is considered good is the one you want to consider good. lewa would probably find anything above 80 bad (and again, that depends on the map) while for someone else anything below 120 might be godly.
It’s like asking what «level» is considered decent or at what rank you should be with X playcount etc. The question doesn’t make sense and there are no definite answer for it, since it depends on your own expectations.
FlyingKebab wrote:
EDIT: 60 is like +- 5 ms? that is really damn accurate.
«The formula is essentially the standard deviation of your hit errors (in milliseconds) multiplied by 10.»
Performance graph
The performance graph is a chart that displays the player’s performance (based on their life bar) over the course of a play (time). Additional information can be shown when hovering the in-game cursor over it.
Note: The additional information can only be viewed after playing a beatmap or watching a replay. After exiting the results screen, this information will not be saved.
Accuracy
When hovering over the performance graph, a tooltip is displayed with an Error and Unstable Rate rating.
Due to the way the DT (Double Time) and HT (Half Time) mods are implemented, the error and unstable rate values will be multiplied by the same factor as the song. To get the true values when playing with the DT mod, divide the results by 1.5. Similarly, multiply the results by 1.33 when playing with the HT mod.
Error
Error will always display two values that represent how far off the early hits were on average and how far off the late hits were on average. The higher the Overall Difficulty value of the beatmap is, the lower the error values will have to be to do well when playing the beatmap.
Unstable rate
Unstable Rate represents the consistency of the timing of the hits, where lower numbers are better (top players often score below 100). Note that the value measures consistency, not accuracy, so consistently hitting 15ms early is the same as consistently hitting on time. The formula is essentially the standard deviation of the hit errors (in milliseconds), multiplied by 10. Sample code is available as a reference, showing how osu-stable calculates the unstable rate values.
Note: Spin is only used for the osu! game mode.
In addition to the accuracy, some information regarding spinners is also seen in the same tooltip.
Speed
Speed represents the average RPM (revolutions per minute) on all the spinners in the beatmap. Max is the highest RPM the player achieved in any of the beatmap’s spinners.
Unstable rate osu что это
Егор Авилов запись закреплена
Дмитрий Коршиков ответил Егору
Rostislav, я с инпут лагом играл, щас его нету, с аккой проблемы
Никита Плетнёв ответил Егору
UR не отвечает за акку, он показывает то насколько сильный у тебя разброс в нажатиях, можно иметь UR ниже 100 и играть онли в «100». А вообще 100-150 UR это уже приемлимый показатель.
Game modes
Accuracy formula for osu!
In osu!, accuracy is calculated by weighting the judgement gained from each hit object by its value and divided by the maximum possible amount.
Reference for one hit circle:
osu!taiko
Accuracy formula for osu!taiko
In osu!taiko, accuracy is calculated by taking the sum of the note accuracy (how close you were to hitting the note on time) divided by the number of total notes scored thus far. The note accuracies are labelled as a GREAT (良) (counts as 100%), GOOD (可) (counts as 50%) (half), and MISS/BAD (不可) (counts as 0%, which also breaks the combo). Drum rolls and spinners do not influence accuracy.
osu!catch
Accuracy formula for osu!catch
In osu!catch, accuracy is calculated by taking the total number of non-spinner hit objects collected, divided by the total number of non-spinner objects. All hit objects have the same value; except for bananas, as they are part of the spinner objects.
osu!mania
Accuracy formula for osu!mania
In osu!mania, accuracy is calculated similarly to osu!.
Unstable rate osu что это
Ксюша Элеворова запись закреплена
Объясните плиз, что значат эти цифры буквы, че за нестабильный курс
Алексей Чун ответил Ксюше
Катя, у меня однркоасснмца была с фасилией Шлюш, а мы говорили
Ксюша Элеворова ответила Алексею
Алексей Чун ответил Ксюше
только ур показывает разброс в нажатиях, а не точность. мингу с его аккой ничего не мешало играть в низкий ур
Евгений Ульянов ответил Артему
Евгений, как я знаю, от OD анстейбл зависит. Т.к с OD 1 окно для 300 огромное, у тебя может быть UR 300, но при этом 100% акки. С OD 10 же окно для 300 достаточно небольшое и в любом случае тебе придется жать плюс/минус одинаково
Даниил Сосунов ответил Ксюше
Катя, в общем, чем ниже UR – тем стабильнее, равномернее нажатия ты делаешь, если ты всегда будешь ранье, ну или позже жать на ноты – будет все также низкий UR, т.к суть тут именно в том что нажатия должны быть максимально стабильными, пусть и мимо идеальной акки. Если у тебя низкий UR, но при этом в акку не попадаешь – нужно двигать в настройках/в карте оффсет, чтобы нажатия остались такими же стабильными и равномерными, но уже в ритм кругам