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Add consistentRatioPenalty
to the Colour
skill.
#31285
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osu.Game.Rulesets.Taiko/Difficulty/Evaluators/ColourEvaluator.cs
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Co-authored-by: StanR <[email protected]>
I am not too sure about performance when the loops running for long periods (example: long streams), can you post some benchmarks (even using system.stopwatch) to ensure that things still look good? |
Mean Time (ms): 0.01756 This is calculated as an average across 50 maps all containing over 2500+ hitobjects. Mean Time (ms): 0.00810 This is calculated as an average across 250 maps all containing below 2500 hitobjects. |
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lgtm then
osu!taiko Colour Skill Fix
Relies on #31284 for values to look good. Both of these are available for testing on huismetbenen together.
Introduces a new method, consistentRatioPenalty, to evaluate a consistency penalty based on the number of consecutive consistent intervals in rhythmic ratios. The function is designed to penalise patterns with excessive consistency in rhythmic sequences.
The loop terminates when no valid previous TaikoDifficultyHitObject is available, as well as terminating on rhythm change, to ensure that this doesn't affect performance of the calculator, this has been tested with minimal increase to map load and calculation times.