osu! lazer vs stable: what changed for scoring, grades and pp

osu!(lazer) and osu!(stable) are separate clients that submit to the same osu! account, but they do not score or grade a play the same way. Lazer uses a scoring system based on ScoreV2, with a standardised display capped at 1,000,000 points plus bonus and score multipliers, and an optional classic display scaled quadratically with hit object count. Lazer also replaced stable's 300-ratio grade rules with plain accuracy cutoffs: an S in osu! and osu!taiko now requires at least 95% accuracy and no misses. Lazer scores do award performance points, but only for a defined list of mods in their default configuration.

One account, two clients

Stable and lazer install alongside each other and both submit to the same profile. The osu! wiki confirms that a score set in lazer does award pp, so there is no separate lazer ranking to chase and no split leaderboard for performance.

Visibility is not symmetric, though. The wiki states that a lazer score shows on your profile but will not appear in Best Performance while the website's lazer mode toggle is off, and that it does not currently appear in first place ranks either. Scores set on stable do show in lazer. Scores set in lazer do not currently show in stable, and lazer data cannot be imported back into stable at all - individual scores and beatmaps can be exported and manually re-imported, but there is no supported migration in that direction. Every claim below is labelled with the client it applies to, because very few of them apply to both.

How each client scores a play

In stable, ranked play uses ScoreV1, in which score grows with combo and with the beatmap's difficulty multiplier and has no fixed ceiling. Score V2 exists in stable as a separate game modifier, most familiar from tournament use, and the wiki notes that Score V2 cannot be used in osu!(lazer) at all.

In lazer, the wiki describes the scoring system as based on ScoreV2 with some adjustments, and states that all ScoreV1 scores were converted into the new system. Lazer offers two interchangeable display modes. Standardised limits a score to a maximum of 1,000,000 points plus bonus and score multipliers. Classic shows the same score scaled quadratically with the number of hit objects in the beatmap, reproducing the large numbers players associate with ScoreV1. The setting applies everywhere score is shown in-game, and global score leaderboards follow it. The wiki also notes lazer changed how much score each hit object and judgement carries relative to the others.

Grade cutoffs: the two rule sets side by side

This is the change most players notice first. Stable grades osu! and osu!taiko on the ratio of 300s or GREATs, with extra conditions on 50s and misses. Lazer grades on accuracy outright. Both tables are as published on the osu! wiki.

Gradeosu! / osu!taiko in stableosu! / osu!taiko in lazer
SS100%100%
SOver 90% 300s/GREATs, at most 1% 50s/MEHs, no misses95% or higher accuracy, no misses
AOver 80% 300s with no misses, or over 90% 300s90% or higher accuracy
BOver 70% 300s with no misses, or over 80% 300s80% or higher accuracy
COver 60% 300s70% or higher accuracy

osu!catch and osu!mania changed far less, since both already graded on accuracy. In lazer, catch keeps thresholds of 98%, 94%, 90% and 85% for S, A, B and C, and mania keeps 95%, 90%, 80% and 70% - with one notable difference: a mania SS in lazer requires all judgements to be GREAT or PERFECT.

What the grade change means for a real play

The osu! accuracy formula weights a 300 as 300, a 100 as 100 and a 50 as 50, divided by 300 times the total number of judgements. That means a play made entirely of 300s and 100s has an accuracy noticeably higher than its 300 ratio, and the two grading systems can disagree.

Worked example. A play with 91% 300s, 9% 100s, no 50s and no misses. Its accuracy is (300 x 0.91 + 100 x 0.09) / 300 = 94.0%.

Solving for the break-even point, a no-miss play made of 300s and 100s needs 92.5% 300s to reach exactly 95% accuracy. Plays between 90% and 92.5% 300s are therefore an S under stable's rules and an A under lazer's. Nothing about the play changed; only the rule reading it did. Grade counts on a profile accumulate from both clients, so a long-running account's grade totals reflect whichever rules were in force when each score was set.

Silver grades and the mods that produce them

Silver S and silver SS are the same letters shown in a different colour. The osu! wiki's grade page gives a single rule without distinguishing between clients: silver S and SS grades are only achievable when using the Hidden, Flashlight, or Fade In game modifiers. Fade In is the osu!mania equivalent of Hidden, which is why it appears in the same list.

Silver grades are not worth more pp. The pp benefit, where there is one, comes from the mod's own difficulty multiplier, not from the colour of the letter. What they do change is bookkeeping: the osu! API returns silver SS and silver S as separate counters from their gold equivalents, so a profile's grade breakdown lists them as distinct totals. TrackMyOsu reads those counters as published, which means a session spent playing Hidden fills different grade columns than the same session played nomod, even where the raw accuracy is identical.

Mods: which combinations award pp in lazer

In lazer, the wiki draws a clear line: scores using any mod combination appear on leaderboards, but only a defined list awards performance points, and only in the default configuration of each mod's customisation options unless the wiki says otherwise.

Two consequences follow. Rate-adjusted Double Time or Half Time set to a non-default speed does not award pp. Nor does the Classic mod.

Gameplay changes in lazer that move accuracy and combo

Several lazer changes alter the judgements a play produces, which feeds straight into accuracy, combo and pp. In osu!:

In osu!mania, hold note heads and tails now give judgements while hold note ticks were removed, and the PERFECT hit window scales with OD. In osu!catch, hyperdash and juice stream generation can differ from stable in some cases. The Classic mod restores much of the old behaviour, but as noted above it forfeits pp.

What carries across between the clients

Account-level statistics belong to the profile, not to a client, so they aggregate whatever you play. Client-level behaviour does not transfer.

ItemBehaviour
Performance pointsAwarded from both clients into one profile total
Profile statisticsSubmitted by both clients
Stable scores viewed in lazerVisible
Lazer scores viewed in stableNot at the moment
Lazer scores in Best Performance on the websiteRequire lazer mode enabled
Lazer scores in first place ranksNot currently shown
Beatmaps, skins, scores, replays, collectionsImport stable to lazer only
SettingsNot imported; set up from scratch in lazer
MedalsSome Hush-Hush medals not yet obtainable in lazer; certain medals are lazer-exclusive

The wiki also carries an explicit caution on lazer scores: there is no guarantee that scores remain indefinitely, and a subset may be wiped to preserve game balance.

What this means when you track your stats

Because both clients feed one profile, session tracking does not need to know which client you used. TrackMyOsu snapshots pp, global rank, accuracy, play count, ranked score, total score and level from the osu! API when you press Start and again when you press Stop, and reports the difference. Those figures are account-level and include everything you played in the window.

Two caveats are worth carrying into your reading of a session. First, grade counts moved by a lazer session were assigned under lazer's accuracy cutoffs, so they are not directly comparable with grades earned years earlier on stable. Second, how a lazer score surfaces in your top plays follows osu!'s own Best Performance rules, including the website's lazer mode toggle - so a strong lazer score may be recorded on your profile before it appears where you expect to see it.

By . Last updated 2026-08-12.