Keyboard polling rate matters, here's why | osu! & Etterna

00:15:42
https://www.youtube.com/watch?v=heZVmr9fyng

Zusammenfassung

TLDRThe video delves into the technical aspects of how keyboard polling rates and chord splitting influence the performance of rhythm games like osu! and Eterna. Keyboard polling rate refers to how frequently a keyboard sends data to a computer, with higher rates resulting in less input delay critical for rhythm games where timing is paramount. Chord splitting is when multiple key presses are not registered simultaneously, which can be problematic in games that require precision accuracy. Additionally, the video's hosts discuss various polling rates, how they can create input delays ('dead space BPM'), and the consequences for high-level play. The discussion highlights the significant impact of having a higher polling rate keyboard in achieving better accuracy and consistent gameplay. Furthermore, they explain that the effective polling rate in osu! is limited by the game's frame rate, which can hamper performance even if hardware is optimal, and provide guidance on overcoming such limitations by modifying keyboards or ensuring high game frame rates.

Mitbringsel

  • 🎮 High keyboard polling rates are critical for rhythm games.
  • ⌨️ Chord splitting affects accuracy in simultaneous key presses.
  • 🎵 'Dead space BPM' occurs when BPM aligns with low polling rates.
  • ⚙️ Gaming keyboards usually have high polling rates; verify this.
  • 🖥️ Osu! input tied to frame rates; hardware adjustments might be needed.
  • 🔄 Custom keyboards can be upgraded for better gaming performance.
  • 📊 Input latency of milliseconds matters for competitive accuracy.
  • 🎯 High polling rate reduces delays, crucial for precise gaming.
  • 🎶 Rainbow 300 in Mania requires precise input, benefited by high polling rates.
  • 💻 Learning about input behavior can improve high-level rhythm game performance.

Zeitleiste

  • 00:00:00 - 00:05:00

    This segment introduces the concept of polling rates in keyboards and their impact on rhythm games such as Osu! and Eterna. The speaker explains that keyboard polling rate is often overlooked, yet is crucial for games requiring precise timing. They explain how polling rate, the frequency at which a keyboard reports its status to a computer, affects the timing accuracy in gameplay. A higher rate results in more frequent updates, reducing the delay in keypress registration, which is vital for achieving better scores in rhythm games.

  • 00:05:00 - 00:10:00

    The discussion continues with an explanation of chord splitting, a phenomenon where simultaneous keystrokes are not registered at the same time due to hardware or firmware limitations. This can hinder performance in rhythm games that require high precision like Osu! Mania and Eterna. The speaker notes that while chord splitting and polling rate issues may not impact casual players significantly, they are critical for high-level gameplay. Calculating polling rates and diagnosing chord splitting can reveal discrepancies that affect accuracy in competitive rhythm games.

  • 00:10:00 - 00:15:42

    The video concludes with insights into how different polling rates and hardware limitations impact gameplay accuracy in rhythm games. It is suggested that while higher polling rates offer benefits at advanced levels, most players may not notice substantial differences. The speaker mentions how FPS can also impact input effectiveness, regardless of keyboard capabilities, and hints at solutions like using custom firmware to increase polling rates. The video wraps up by promoting Skillshare for further learning opportunities and sharing resources for resolving common keyboard issues experienced by rhythm gamers.

Mind Map

Mind Map

Häufig gestellte Fragen

  • What is polling rate in keyboards?

    Polling rate is how many times a keyboard sends input data to the computer per second. A higher rate means more frequent updates.

  • How does polling rate affect rhythm games?

    A lower polling rate can delay input recognition, potentially misaligning with the game's timing windows, thus affecting accuracy scores.

  • What is chord splitting in keyboards?

    Chord splitting occurs when multiple simultaneous keystrokes are not registered at the same time due to keyboard limitations.

  • Does polling rate matter for typical computer users?

    No, the small delays from low polling rates are usually insignificant for average non-gaming use.

  • Is a high polling rate necessary for rhythm games?

    Yes, especially for high-level players, as it reduces input latency and improves score accuracy.

  • What are dead space BPMs?

    These occur when the game's beats-per-minute (BPM) aligns with the keyboard polling rate, causing constant delayed input timing.

  • Are all gaming keyboards high polling rate?

    Most gaming keyboards now come with high polling rates, usually around 1000Hz, but it's important to check specific models.

  • What impact does a low polling rate have on osu!?

    Low polling rates can shift the timing windows in osu!, risking mistimed inputs and reduced accuracy.

  • Can custom keyboards be improved for gaming?

    Yes, many custom keyboards can be reprogrammed for higher polling rates to better suit gaming needs.

  • Does screen frame rate affect gaming input?

    Yes, in osu!, the game's input processing is tied to the frame rate, potentially bottlenecking keyboard performance.

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Automatisches Blättern:
  • 00:00:00
    this video is sponsored by skillshare
  • 00:00:01
    hello everybody in today's video let's
  • 00:00:03
    talk about keyboards and render games
  • 00:00:05
    we'll be going through
  • 00:00:06
    polling rate and chord splitting and how
  • 00:00:08
    it affects games like eterna ocean
  • 00:00:09
    standard osumania and coiva but first
  • 00:00:11
    let's talk about polling rate people
  • 00:00:13
    make a big deal about polling rates for
  • 00:00:14
    mines and report rates per second for
  • 00:00:16
    tablets but what about keyboards
  • 00:00:18
    keyboard polling rate is probably the
  • 00:00:20
    most neglected part of a gaming setup in
  • 00:00:21
    general
  • 00:00:22
    with most websites claiming that you
  • 00:00:24
    would never need a keyboard that pulls a
  • 00:00:26
    thousand hertz and 125hz keyboard works
  • 00:00:28
    just fine
  • 00:00:29
    which is true if you're just typing but
  • 00:00:31
    for rhythm games it's a bit different
  • 00:00:33
    plus i'm pretty willing to bet that you
  • 00:00:35
    yes you the person watching is using
  • 00:00:37
    125hz keyboard right now
  • 00:00:39
    if you like the test just open up also
  • 00:00:41
    and turn up the size of the hit era
  • 00:00:42
    about to maybe three times scale or
  • 00:00:44
    something big and play any map that's
  • 00:00:45
    250 bpm or 125 bpm
  • 00:00:48
    if your bar is doing something like this
  • 00:00:50
    your keyboard is 125 hertz but if it
  • 00:00:52
    doesn't do that it could be that your
  • 00:00:53
    keyboard's pulling rate is different for
  • 00:00:54
    125 hertz
  • 00:00:56
    all the polling rate on your keyboard is
  • 00:00:57
    inconsistent if you're unfamiliar with
  • 00:00:59
    what the hit error bar on o2 actually is
  • 00:01:01
    it's actually a timing input bar so this
  • 00:01:03
    bar shows your inputs throughout a map
  • 00:01:04
    so when you hit a note you'll see a line
  • 00:01:06
    on the bar
  • 00:01:06
    and what this line means is where your
  • 00:01:08
    inputs sit on the timing window of that
  • 00:01:10
    node so every line is every key press
  • 00:01:12
    and the arrow above is the average
  • 00:01:13
    timing of your hits
  • 00:01:14
    if the arrow order lines moves to the
  • 00:01:16
    right of the bar it means that you're
  • 00:01:17
    hitting too late if it moves to the left
  • 00:01:19
    it means you're hitting too early
  • 00:01:20
    if you completely miss notes it won't
  • 00:01:22
    show on a bar at all the colors also
  • 00:01:23
    signify the hit result blue means 300
  • 00:01:26
    green means 100 and yellow means 50. so
  • 00:01:28
    why did i guess your keyboard was 125
  • 00:01:30
    hertz
  • 00:01:31
    because 125 hertz is standard pulling
  • 00:01:33
    rate for usb devices
  • 00:01:34
    there are also keyboards with other
  • 00:01:35
    polling rates like 100 hertz or 75hz but
  • 00:01:37
    those are rarer
  • 00:01:38
    so it's been a bit but what is polling
  • 00:01:41
    rate usb peripherals such as mice or
  • 00:01:43
    keyboards
  • 00:01:43
    send information to your pc on a regular
  • 00:01:45
    cycle think of every few million seconds
  • 00:01:47
    your keyboard or mouse tells your pc
  • 00:01:49
    what it's doing if you're not touching
  • 00:01:50
    your keyboard it'll constantly update
  • 00:01:51
    your pc with info that is doing nothing
  • 00:01:54
    and then when you press a key the next
  • 00:01:55
    time in cycles is when it sends your pc
  • 00:01:57
    that you've pressed the key
  • 00:01:58
    this updating every few milliseconds is
  • 00:02:00
    called pulling and pulling rate is how
  • 00:02:02
    many times the keyboard pulls per second
  • 00:02:04
    the faster your keyboard polling rate is
  • 00:02:05
    the more times per second you update
  • 00:02:07
    your pc with information which means the
  • 00:02:08
    time between each update is smaller for
  • 00:02:10
    a keyboard with 125hz polling rate you
  • 00:02:12
    can only send information to your pc
  • 00:02:14
    every eight milliseconds
  • 00:02:15
    for a thousand hertz keyboard it sends
  • 00:02:17
    information to your pc every one
  • 00:02:18
    millisecond so how does this affect
  • 00:02:20
    rhythm games
  • 00:02:21
    let's say you're playing anything on osu
  • 00:02:22
    mania or eterna what happens inside the
  • 00:02:24
    keyboard is this graph
  • 00:02:25
    the white lines at the bottom is when
  • 00:02:27
    the keyboard updates your pc and let's
  • 00:02:29
    say the red line is when you press your
  • 00:02:30
    key but your key press is at a time when
  • 00:02:32
    the keyboard hasn't pulled yet so what
  • 00:02:33
    your keyboard does is shift input later
  • 00:02:35
    because it only sends the input to your
  • 00:02:36
    pc when it pulls
  • 00:02:38
    so this means that your input on 125
  • 00:02:40
    polling rate keyboard can be one to
  • 00:02:41
    eight milliseconds later from when
  • 00:02:42
    you've actually pressed the key for the
  • 00:02:44
    average computer user that doesn't game
  • 00:02:45
    8 milliseconds is so small that doesn't
  • 00:02:47
    matter at all but for running gamers
  • 00:02:49
    it can be the difference between getting
  • 00:02:50
    a 300 or 100 all the difference between
  • 00:02:52
    getting a perfect upgrade
  • 00:02:53
    another thing about keyboards with
  • 00:02:54
    polling rates like 75 hertz 100 hertz
  • 00:02:56
    and 125hz is that they have these
  • 00:02:59
    dead space bpms whenever you play a map
  • 00:03:01
    or chart that has a ppm of the multiple
  • 00:03:02
    of their polling rate for example
  • 00:03:04
    if your keyboard is 125 hertz and you
  • 00:03:06
    play 125 bpm map or a 250 bpm map the
  • 00:03:10
    hit error also will look like this
  • 00:03:12
    and the input graph for eternal or
  • 00:03:13
    quaver will look like this this is
  • 00:03:15
    because the bpm lines up with the
  • 00:03:16
    polling rate of the keyboard the inputs
  • 00:03:18
    time to the bpm will all
  • 00:03:19
    shift to these lines on the hit error
  • 00:03:21
    here it's a lot more obvious how
  • 00:03:22
    keyboard following rate changes whether
  • 00:03:24
    you hit a 300 or 100 if your input size
  • 00:03:26
    later than the last line the perfect
  • 00:03:27
    window the keyboard will send the input
  • 00:03:29
    to the next line
  • 00:03:30
    which is in the grade window inversely
  • 00:03:31
    this means that if you hit in the 100
  • 00:03:33
    window it will get sent to the 300
  • 00:03:34
    window
  • 00:03:35
    so in the end the timing window is still
  • 00:03:36
    the same on dead space bpms
  • 00:03:38
    except that offset should be plus 4
  • 00:03:40
    milliseconds now since you're hitting
  • 00:03:41
    later because the timing window has been
  • 00:03:43
    shifted forward
  • 00:03:44
    as for non-dead space bpm the hit error
  • 00:03:46
    or the input graph can look pretty
  • 00:03:47
    normal but even if the inputs look
  • 00:03:48
    normal each input is actually being sent
  • 00:03:50
    1 to 8 ms later than when you've
  • 00:03:52
    actually pressed the key note that 1 to
  • 00:03:54
    8 milliseconds is for keyboards with
  • 00:03:55
    125hz polling rate if your keyboard
  • 00:03:58
    polling rate is higher the latency is
  • 00:03:59
    lower
  • 00:04:00
    and vice versa which is where there's a
  • 00:04:01
    problem compared to dead space bpms
  • 00:04:03
    because now you don't know whether your
  • 00:04:04
    keyboard is going to be sending your
  • 00:04:06
    input at 1 millisecond or 8 milliseconds
  • 00:04:07
    later or something in between that which
  • 00:04:09
    means that your hit window in the best
  • 00:04:10
    case scenario will be the same as what
  • 00:04:12
    it's supposed to be
  • 00:04:13
    but in the worst case scenario it'll be
  • 00:04:14
    cut off at the end or you have the front
  • 00:04:16
    of the hit window shifted to something
  • 00:04:17
    bigger or the entire hit window is
  • 00:04:19
    shifted four milliseconds later like in
  • 00:04:20
    a dead space bpm
  • 00:04:21
    this extremely inconsistent hit window
  • 00:04:23
    can affect gameplay because for some
  • 00:04:24
    inputs your 300s become hundreds
  • 00:04:26
    inversely there are some hundreds that
  • 00:04:27
    become three hundreds but for run games
  • 00:04:29
    you really don't want to rely on luck
  • 00:04:30
    with your hardware
  • 00:04:31
    now that we've talked about how polling
  • 00:04:33
    rate affects veteran games with timing
  • 00:04:34
    windows i'll hand the next section to
  • 00:04:36
    senia because he knows eternal and more
  • 00:04:38
    vsrgs than i do and he'll be talking
  • 00:04:40
    about chord splitting since serkaku has
  • 00:04:42
    already explained polling rates i'm
  • 00:04:43
    going to cover what chord splitting is
  • 00:04:45
    and how can affect your play
  • 00:04:46
    let's start with a basic definition of
  • 00:04:47
    what chord splitting is exactly chord
  • 00:04:49
    splitting is a phenomenon where multiple
  • 00:04:50
    simultaneous keystroke inputs to the
  • 00:04:52
    keyboard are not registered to the
  • 00:04:54
    computer at the same time this can be
  • 00:04:55
    due to a couple different factors both
  • 00:04:57
    firmware and hardware side
  • 00:04:58
    some keyboard firmwares including qmk
  • 00:05:00
    only have the ability to send one
  • 00:05:02
    keystroke per pull that means if you
  • 00:05:04
    press four keys simultaneously the
  • 00:05:05
    fastest that the keyboard could actually
  • 00:05:06
    send the inputs would be three times the
  • 00:05:08
    pulling interval
  • 00:05:09
    on a 125 hertz sport that means the
  • 00:05:11
    delay between the first and last note
  • 00:05:12
    could be as much as 24 milliseconds
  • 00:05:14
    aside from firmware the most common
  • 00:05:16
    cause of low severity chord splitting
  • 00:05:17
    seems to be something hardware side
  • 00:05:19
    maybe to do with the keyboard's
  • 00:05:20
    construction like poor soldering i've
  • 00:05:22
    also seen chord splitting that
  • 00:05:23
    originates from the keyboard in question
  • 00:05:25
    using hot swap sockets though my sample
  • 00:05:27
    size for this is literally only one
  • 00:05:29
    that being one of my own keyboards don't
  • 00:05:30
    take this to mean that hot swap sockets
  • 00:05:32
    universally result in chord splitting
  • 00:05:34
    though
  • 00:05:34
    honestly i wouldn't be surprised if
  • 00:05:35
    that's actually the case at this point
  • 00:05:37
    you might be
  • 00:05:38
    thinking why does this all matter well
  • 00:05:40
    the problem of cord splitting is largely
  • 00:05:41
    only applicable to vsrgs and not so much
  • 00:05:43
    games like osu standard because you
  • 00:05:45
    really won't be sending more than one
  • 00:05:46
    input at a time and if you are
  • 00:05:48
    you probably aren't expecting good
  • 00:05:50
    accuracy anyways but in games like osu
  • 00:05:52
    mania bms or eterna
  • 00:05:54
    core splitting can make a pretty
  • 00:05:55
    significant difference in the accuracy
  • 00:05:56
    you're able to achieve depending on how
  • 00:05:58
    severe it is
  • 00:05:58
    imagine you're playing 7 keep and hit a
  • 00:06:00
    7 note chord on time but you get a 50.
  • 00:06:03
    because your keyboard pulls at 125hz and
  • 00:06:05
    has to wait for a new pull cycle to send
  • 00:06:06
    the next successive keystroke of the
  • 00:06:08
    chord by the sixth or seventh pull
  • 00:06:10
    you're already outside the 100 window
  • 00:06:11
    as for four key let's imagine a similar
  • 00:06:13
    scenario you hit a four note chord
  • 00:06:15
    perfectly on time but due to chord
  • 00:06:17
    splitting you don't get perfect
  • 00:06:18
    judgments
  • 00:06:18
    assuming we're using the same
  • 00:06:20
    hypothetical keyboard the delay in
  • 00:06:21
    polling cycles is enough to kick the
  • 00:06:23
    last note of the quad outside of the
  • 00:06:24
    judge for marvelous window on eterna and
  • 00:06:26
    the rainbow 300 window on osu mania
  • 00:06:28
    that's going to be rather frustrating
  • 00:06:30
    when you're trying to add yourself to
  • 00:06:31
    the list of 1 million point scores in
  • 00:06:33
    anemone but can't hit quads perfectly
  • 00:06:35
    of course chord splitting this severe
  • 00:06:37
    doesn't apply to all keyboards
  • 00:06:38
    most of the gamer band boards i've seen
  • 00:06:40
    can send more than one keystroke per
  • 00:06:41
    pull
  • 00:06:42
    and quite a few of them are also 1000
  • 00:06:43
    hertz some keyboards even split
  • 00:06:45
    chords by only a couple of milliseconds
  • 00:06:47
    is that really enough to make a
  • 00:06:48
    difference
  • 00:06:49
    well for most people it's not really
  • 00:06:51
    going to be noticeable for the vast
  • 00:06:52
    majority of players the amount of
  • 00:06:54
    accuracy error in their play due to the
  • 00:06:55
    limits of their own skill
  • 00:06:56
    far outweighs any error that can be
  • 00:06:58
    caused by the hardware they're using but
  • 00:06:59
    for the highest level of accuracy play a
  • 00:07:01
    few milliseconds can still mean losing
  • 00:07:03
    points you should have had this is most
  • 00:07:04
    apparent in eterna a game with
  • 00:07:06
    millisecond based scoring i'm not going
  • 00:07:07
    to go into too much detail about how
  • 00:07:09
    eternal's wife percent scoring works
  • 00:07:10
    but in short your score is dependent on
  • 00:07:12
    the precise timing of each individual
  • 00:07:14
    note hit and doesn't rely on discrete
  • 00:07:15
    windows for score calculation for
  • 00:07:17
    example on judge 4 a 22 millisecond hit
  • 00:07:20
    and a 23 millisecond hit will be
  • 00:07:21
    weighted approximately the same amount
  • 00:07:23
    despite the player receiving different
  • 00:07:24
    judgments for each hit conversely a zero
  • 00:07:26
    millisecond hit and one at 22
  • 00:07:28
    milliseconds will have very different
  • 00:07:29
    point values despite both being in the
  • 00:07:31
    marvelous window
  • 00:07:31
    if you want a more in-depth explanation
  • 00:07:33
    of life scoring mina's eternal release
  • 00:07:35
    post on ffr covers the fundamental
  • 00:07:36
    concept of how it works
  • 00:07:38
    and adien's video on why 3 explains how
  • 00:07:40
    the current system differs from the
  • 00:07:41
    original life scoring that was released
  • 00:07:43
    in 2016.
  • 00:07:44
    polling rate has a large impact here as
  • 00:07:46
    well playing on a 125 hertz board makes
  • 00:07:48
    getting a wife quad significantly more
  • 00:07:50
    difficult
  • 00:07:50
    since achieving that type of score
  • 00:07:51
    generally requires all of your hits to
  • 00:07:53
    be within a standard deviation of around
  • 00:07:55
    seven to seven and a half milliseconds
  • 00:07:57
    and low pulling rate results in there
  • 00:07:58
    being times when it's literally
  • 00:08:00
    impossible to hit perfectly accurately
  • 00:08:02
    meaning the rest of your hits have to be
  • 00:08:03
    even more on time to compensate
  • 00:08:05
    alright so if you've been around the
  • 00:08:06
    altar community for a while you might
  • 00:08:08
    have seen this spreadsheet before and
  • 00:08:09
    wondered
  • 00:08:10
    what is it so this whole thing started
  • 00:08:12
    out of my frustration in trying to find
  • 00:08:14
    information about keyboards that would
  • 00:08:15
    be relevant to rhythm gamers
  • 00:08:17
    manufacturers and peripheral companies
  • 00:08:18
    for some reason like to leave out
  • 00:08:20
    important details of other products in
  • 00:08:21
    the marketing material like pulling rate
  • 00:08:23
    so it's often impossible to know what a
  • 00:08:25
    keyboard's pulling rate
  • 00:08:26
    is without buying one to test in person
  • 00:08:28
    since i don't have the kind of money to
  • 00:08:29
    buy every relevant keyboard on the
  • 00:08:31
    market
  • 00:08:31
    the next best thing i had access to was
  • 00:08:33
    other players along with foxfire 667
  • 00:08:36
    a very high level eterna accuracy player
  • 00:08:38
    i started compiling a spreadsheet of
  • 00:08:39
    keyboards with known polling rates and
  • 00:08:41
    chord splitting properties
  • 00:08:42
    before i get into how the information in
  • 00:08:44
    the spreadsheet was gathered i think
  • 00:08:45
    it's worth mentioning that it's really
  • 00:08:47
    only applicable to the highest level of
  • 00:08:48
    accuracy players
  • 00:08:49
    the landing page of the spreadsheet
  • 00:08:51
    states just this that unless you're
  • 00:08:52
    incredibly accurate or incredibly fast
  • 00:08:54
    buying a new keyboard probably isn't
  • 00:08:56
    going to make you a better player now
  • 00:08:57
    that that's out of the way
  • 00:08:58
    eterna actually has several different
  • 00:09:00
    features that have proven to be very
  • 00:09:01
    useful in calculating the pulling rate
  • 00:09:03
    of a given keyboard replays can be saved
  • 00:09:04
    online
  • 00:09:05
    and the eterna online website allows
  • 00:09:07
    users to view individual replays along
  • 00:09:09
    with a millisecond offset of each node
  • 00:09:10
    hit in the play
  • 00:09:11
    from this information it's usually
  • 00:09:13
    pretty easy to tell if there are any
  • 00:09:14
    issues with low polling rate
  • 00:09:16
    assuming you pick the right files namely
  • 00:09:17
    ones at 125 or 250 bpm
  • 00:09:19
    low polling rate will manifest itself as
  • 00:09:21
    visual lines across the offset plot
  • 00:09:23
    similar to how stacked inputs and dead
  • 00:09:24
    space show up on osu's hit error
  • 00:09:26
    indicator the millisecond offset between
  • 00:09:28
    each line gives the pulling interval of
  • 00:09:29
    the keyboard chord splitting can
  • 00:09:31
    sometimes be more difficult to diagnose
  • 00:09:32
    but it's still possible
  • 00:09:34
    sometimes it's clear enough at face
  • 00:09:35
    value however most of the time it can
  • 00:09:37
    only be observed using the offset plots
  • 00:09:39
    saved on eo
  • 00:09:40
    for very high accuracy scores and by
  • 00:09:42
    very high accuracy
  • 00:09:43
    i mean very high accuracy if the offset
  • 00:09:46
    plot shows clear evidence of consistent
  • 00:09:47
    splitting of chord inputs we can take
  • 00:09:49
    that to mean the keyboard for one reason
  • 00:09:50
    or another cannot consistently send
  • 00:09:52
    inputs simultaneously
  • 00:09:54
    from what senior has gone through if
  • 00:09:55
    you're an accurate player caught
  • 00:09:56
    splitting on keyboards does matter
  • 00:09:58
    but what about polling rate does it
  • 00:09:59
    matter yen in my opinion
  • 00:10:01
    for osu it definitely does on higher
  • 00:10:03
    levels but if you're playing lower level
  • 00:10:05
    maps like two to four stars
  • 00:10:06
    it won't make too huge a difference you
  • 00:10:08
    can tell from this graph this is the
  • 00:10:10
    timing window for each od level nosu b
  • 00:10:12
    meaning overall difficulty which is how
  • 00:10:14
    tight the timing windows are
  • 00:10:15
    the higher the od the tighter the timing
  • 00:10:17
    windows and the harder it is to get a
  • 00:10:18
    perfect for example it's plus minus
  • 00:10:20
    31.5 milliseconds for 308 what that
  • 00:10:24
    means is that the timing window for
  • 00:10:25
    perfect on oda is 63 milliseconds
  • 00:10:28
    which is huge compared to the possible 8
  • 00:10:30
    milliseconds of latency a standard 125hz
  • 00:10:32
    keyboard has
  • 00:10:33
    on the other hand od10 the highest odr
  • 00:10:36
    mapper can set for map
  • 00:10:37
    is plus minus 19.5 milliseconds for
  • 00:10:40
    perfect which is not leaner enough for
  • 00:10:41
    keyboards with lower polling rates and
  • 00:10:43
    the thing about high level ozo standard
  • 00:10:44
    is that
  • 00:10:45
    10 is really common because if you're
  • 00:10:46
    playing any matter with od8 and you
  • 00:10:48
    slept on hard rock the map's od
  • 00:10:49
    instantly becomes 10. and then it gets
  • 00:10:50
    even worse
  • 00:10:51
    because there is od 11. od11 is the
  • 00:10:54
    highest od in osu and only applies to
  • 00:10:55
    the higher level maps with double time
  • 00:10:57
    and hard rock with a perfect timing
  • 00:10:59
    window of plus minus 13.5 milliseconds
  • 00:11:01
    an 8 millisecond latency can start to
  • 00:11:03
    affect accuracy by a lot
  • 00:11:04
    although it can still boil down to
  • 00:11:05
    player arrow when it comes to accessing
  • 00:11:07
    od11
  • 00:11:08
    it's really highly unlikely because of
  • 00:11:10
    the timing window getting so small
  • 00:11:11
    and when it comes to od11 you're pretty
  • 00:11:13
    much playing hr dt and there's a lot
  • 00:11:15
    more things you should be worried about
  • 00:11:16
    in that case
  • 00:11:18
    like you know ar11 so a simple way to
  • 00:11:20
    put it is with 125hz keyboard od9 almost
  • 00:11:23
    becomes od10 on a thousand hertz
  • 00:11:25
    keyboard so basically in conclusion for
  • 00:11:26
    higher levels it's definitely a great
  • 00:11:28
    deal to get a thousand hertz keyboard if
  • 00:11:30
    you're playing harder maps with higher
  • 00:11:31
    od
  • 00:11:31
    but another thing to know is that
  • 00:11:32
    accuracy doesn't matter on osu standard
  • 00:11:34
    as much as other rhythm games you can
  • 00:11:35
    set high pp plays without amazing
  • 00:11:37
    accuracy so whether it's worth
  • 00:11:39
    getting a good keyboard for better
  • 00:11:40
    accuracy plays is ultimately up to you
  • 00:11:42
    although for mania i can see a slighter
  • 00:11:44
    bigger amount of people at the top who
  • 00:11:45
    would need a thousand hurst keyboard as
  • 00:11:47
    there is
  • 00:11:47
    rainbow 300 timing in this game in mania
  • 00:11:50
    rainbow challenger timing is similar to
  • 00:11:52
    od10
  • 00:11:53
    on oc standard asset a bit more strict
  • 00:11:55
    and rainbow changer timing is the same
  • 00:11:57
    strictness
  • 00:11:57
    no matter what od map you're playing on
  • 00:11:59
    mania so if you want to get the highest
  • 00:12:00
    scores on mania no matter what level you
  • 00:12:02
    are at more rainbow 300s is better and
  • 00:12:04
    that timing window doesn't really change
  • 00:12:06
    however if you're not really good at
  • 00:12:07
    mina in the first place getting a
  • 00:12:08
    thousand
  • 00:12:09
    keyboard won't magically improve your
  • 00:12:10
    accuracy generally most gaming keyboards
  • 00:12:13
    pull at a thousand hertz
  • 00:12:14
    so there's nothing too much to worry
  • 00:12:15
    about if your keyboard is the gaming one
  • 00:12:17
    however if you're using a custom
  • 00:12:18
    keyboard that's flashed with qmk the
  • 00:12:20
    keyboard on default will be
  • 00:12:21
    125 hertz other regular keyboards are
  • 00:12:24
    also 125hz such as the happy hacking
  • 00:12:26
    keyboard and my
  • 00:12:27
    filco magistas keyboard on the flip side
  • 00:12:30
    there are also other non-gaming
  • 00:12:31
    keyboards that has a thousand hertz
  • 00:12:32
    polling rate such as vamillo's line of
  • 00:12:34
    keyboards
  • 00:12:35
    so yeah that's basically about it for
  • 00:12:37
    the video keyboard quality matters when
  • 00:12:39
    it comes to running games
  • 00:12:40
    it can affect a lot if you're at the
  • 00:12:41
    highest levels i'd like to thank senior
  • 00:12:43
    for helping me out so much in this video
  • 00:12:44
    and athen for introducing me to him
  • 00:12:46
    i probably wouldn't be able to make most
  • 00:12:47
    of this video without zenya's help and
  • 00:12:48
    by the way there is one more thing i
  • 00:12:50
    need to say about osu
  • 00:12:51
    but it's that time hey kids i mean
  • 00:12:54
    fellow doubts you know the drill
  • 00:12:55
    skillshare is an online learning
  • 00:12:56
    community where you can join and learn
  • 00:12:58
    almost anything you want
  • 00:12:59
    whether you're a beginner or pro
  • 00:13:01
    skillshare has got you covered and has
  • 00:13:02
    classes suited for your skill level
  • 00:13:04
    now you can finally learn from the
  • 00:13:05
    legendary mr cool teacher on how to
  • 00:13:07
    write games for children's
  • 00:13:09
    i mean a game that adults like you and i
  • 00:13:10
    love playing i mean jokes aside i
  • 00:13:12
    recommend this class called introduction
  • 00:13:14
    to arduino
  • 00:13:14
    creating interactive projects by mark
  • 00:13:17
    frelnvelda
  • 00:13:18
    long story short you can write your own
  • 00:13:19
    code onto an arduino microcontroller and
  • 00:13:21
    get to do
  • 00:13:22
    almost anything you want like when i
  • 00:13:23
    used an arduino micro to repurpose this
  • 00:13:25
    2dx controller to work on pc
  • 00:13:27
    and i made every single mistake in the
  • 00:13:28
    book on this thing doc caught splitting
  • 00:13:30
    that turns your rainbow 300s into 50s
  • 00:13:32
    was bad
  • 00:13:33
    check this out but now with skillshare
  • 00:13:35
    you can learn how to
  • 00:13:36
    not do everything like how i did
  • 00:13:37
    skillshare is a website specifically
  • 00:13:39
    curated for learning so that means there
  • 00:13:40
    are no ads and they are always launching
  • 00:13:42
    new premium classes
  • 00:13:43
    and peer membership is less than 10 a
  • 00:13:45
    month for an annual subscription so join
  • 00:13:46
    skillshare today the first 1000 people
  • 00:13:48
    to click the link in my description will
  • 00:13:50
    get a trial of premium membership
  • 00:13:51
    and now back to the video so it's an
  • 00:13:53
    interesting thing about also that i
  • 00:13:54
    discovered while working on this video
  • 00:13:56
    apparently the pull rate of osu is the
  • 00:13:58
    same as
  • 00:13:58
    the game's frame rate so it means that
  • 00:14:00
    even if all your equipment is 1000 hertz
  • 00:14:02
    it wouldn't matter indian if your game
  • 00:14:03
    can only run at 200 fps or 100 fps
  • 00:14:06
    i realized this was a thing when i set
  • 00:14:08
    osu to non-full screen and 60fps
  • 00:14:11
    you can't set 60fps in osu but you can
  • 00:14:13
    do it in the user config text file in
  • 00:14:15
    the game
  • 00:14:16
    folder so i locked it at 60 fps and
  • 00:14:18
    played 120 bpm map and it did the same
  • 00:14:20
    dead space thing as it did for keyboards
  • 00:14:22
    so it means that even though my keyboard
  • 00:14:23
    i was using was a thousand
  • 00:14:25
    hertz it was sending inputs at 60hz
  • 00:14:27
    basically so that's one thing to note it
  • 00:14:29
    wouldn't matter in the end if your
  • 00:14:30
    computer or laptop can't run also at
  • 00:14:32
    over
  • 00:14:32
    a thousand frames per second another
  • 00:14:34
    thing someone on twitter pointed out to
  • 00:14:36
    me was about the bounce on key switches
  • 00:14:38
    on keyboards
  • 00:14:39
    i'm not completely sure about the bounce
  • 00:14:41
    and such but i know that the bounce and
  • 00:14:42
    chattering on keyboards can
  • 00:14:44
    cause your inputs to basically double
  • 00:14:46
    press which is pretty bad for rune games
  • 00:14:48
    or most games in general i imagine i
  • 00:14:50
    heard that vamilo ducky and osuki pets
  • 00:14:52
    are likely to do this well not likely
  • 00:14:54
    but they might do it and i do remember a
  • 00:14:56
    friend back then telling me about how
  • 00:14:57
    their ducky keyboards that they keep
  • 00:14:58
    buying for some reason always chatter
  • 00:15:00
    but i'm not completely sure about this
  • 00:15:01
    and if there's anything i got wrong in
  • 00:15:03
    this video please let me know in the
  • 00:15:04
    comments and all the relevant things
  • 00:15:06
    will be linked in the description
  • 00:15:07
    and also there is a way to flash your
  • 00:15:09
    custom keyboard from 125hz to 1000hz and
  • 00:15:12
    that will also be linked in the
  • 00:15:13
    description
  • 00:15:14
    i haven't made the video on that yet but
  • 00:15:16
    it'll be up on my second channel so
  • 00:15:17
    please watch out for it and thank you
  • 00:15:19
    for watching
  • 00:15:28
    [Music]
  • 00:15:30
    [Applause]
  • 00:15:32
    [Music]
  • 00:15:41
    you
Tags
  • keyboards
  • polling rate
  • rhythm games
  • osumania
  • input latency
  • chord splitting
  • gaming hardware
  • timing window
  • fps impact
  • input precision