// LOADING OSUMAUK
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In 2026 osu!(lazer) submits ranked scores and awards pp. Here is exactly how scoring, mods, skins, rulesets and multiplayer differ from stable — and a clear verdict on which client is right for you.
By OSUMAUK Staff
For years the answer to "lazer or stable?" was easy: stable, because lazer did not give you ranked pp. That answer is now out of date. osu!(lazer) — the ground-up rewrite of the game — has submitted ranked scores and awarded performance points for some time, and by 2026 it is the actively developed client that ppy points new players toward. This article breaks down what is actually different so you can make an informed switch rather than a superstitious one.
osu!(lazer) is a complete reimplementation of osu! on a modern, open-source, cross-platform framework (it runs on Windows, macOS, Linux, iOS and Android from the same codebase). osu!(stable) is the original, Windows-first client that the community played for over a decade. They share one online ecosystem — the same accounts, beatmaps, leaderboards and pp system — but they are entirely separate programs with different engines, file storage, and feature sets.
This is the headline: both clients submit ranked scores and award pp. They feed the same leaderboards and the same profile pp. The catch is on the mod side — every mod combination appears on the leaderboards, but only mods in their default, ranked-eligible configuration earn pp. Lazer exposes far more mods and per-mod customisation than stable, and the experimental or tweaked ones are explicitly unranked.
Because lazer scores sliders differently (slider-head accuracy now contributes to accuracy pp), the same play can yield a slightly different pp value on lazer than on stable. Lazer plays generally trend a touch higher on accuracy-heavy maps. This is expected, not a bug.
Lazer scores on a system based on ScoreV2, with all legacy ScoreV1 scores converted into it. There are two interchangeable display modes for the number you see:
A related but separate concept is the Score V2 marker you may see on old plays: it indicates a score that was set on osu!(stable) using the ScoreV2 mechanics, and such scores keep their original value instead of being recalculated. Score V2 is a stable-era indicator and cannot be used as a mod in lazer.
Lazer assigns each mod a score multiplier; when you stack mods their multipliers multiply together (for example a 1.06x and a 1.12x mod combine to 1.1872x). The exact values have been an ongoing balancing project — ppy ran community surveys (including a January 2026 survey on mod multipliers) to align the numbers with how hard each mod actually is, with discussion centring on Hidden, Hard Rock, Flashlight and Double Time. Treat any specific multiplier as a moving target across versions; the principle (harder mod, bigger multiplier, multipliers stack) is the stable part.
Lazer changes several gameplay mechanics that the Classic mod only partially papers over:
Stable has the deeper, more complete skinning system that the community has built around for years. Lazer supports skins for gameplay, but coverage is partial — historically some interface surfaces such as song select and the results screen were not fully skinnable. Many stable skins import into lazer but may not look identical. If a pixel-perfect custom skin is core to your experience, this is the biggest single reason a player stays on stable.
Lazer ships all four rulesets (osu!, taiko, catch, mania) in one client and includes working beatmap editors for taiko and catch that stable does not. On the multiplayer side, lazer adds Playlists — user-curated, persistent leaderboards you can play against over days — alongside realtime rooms, and it lifts the old 16-player room cap. Stable multiplayer is the classic realtime-only, 16-player model.
Stable is lighter and will run on weaker or older hardware with less fuss — it is a smaller, mature, Windows-native program. Lazer is heavier because of its modern framework and richer rendering, but it has matured a great deal and includes its own tools (the renamed "Basically Unlimited" 1,000 Hz cap, frame-limiter multiples of refresh rate, and the Latency Certifier) to tune latency on a wide range of machines. On a low-end laptop, stable may still feel snappier; on a modern PC the difference is negligible.
| Aspect | osu!(stable) | osu!(lazer) |
|---|---|---|
| Ranked pp / submission | Yes | Yes (slider-head acc affects pp) |
| Scoring model | ScoreV1 / ScoreV2 | ScoreV2-based; standardised or classic display |
| Mod multipliers | Fixed, fewer mods | Per-mod, stackable, more mods (some unranked) |
| Classic mod | n/a | 0.96x multiplier, partial stable feel |
| Slider heads | 50/MEH starts tracking | Requires accurate click; miss = full miss |
| Slider-end combo loss | Breaks combo | Does not break combo |
| Rulesets | osu! / taiko / catch / mania | All four + taiko & catch editors |
| Multiplayer | Realtime, 16-player cap | Realtime + Playlists, raised player cap |
| Skinning | Full, mature | Partial (gameplay-focused) |
| Platforms | Windows | Windows / macOS / Linux / iOS / Android |
| Performance on weak PCs | Lighter | Heavier but tunable |
Bottom line for 2026: lazer is no longer the "beta you avoid for ranked." It is a fully ranked, cross-platform client with more features. The honest reasons to stay on stable are skins, very low-end hardware, and deeply ingrained slider muscle memory — for everyone else, lazer is the recommended default.