Latest AMD OpenGL drivers are generally ... poor. Not as bad as Intel, but that's not saying much.
If you happen to NOT be using Windows 10, downgrade to Catalyst 14.9.
Thanks , since officially windows 7 is not supported by MS and 8.1 soon to follow (pay support still there for Corporations) , all that's left is Windows 10 , Apple OS and Linux . AMD has already added all the Windows 7 and 8.x hardware to the legacy driver with no further development planed . Last and final legacy AMD driver is Crimson 6.2.1 beta , last Catalyst 15.11.xx . It used to be, people would get a pricey intel / nvidia system for a cutting edge system and AMD for budget . Now that AMD is quickly catching up in both their CPU and GPU and will very soon , surpass Intel and nvidia ,in price , speed and design . Here we are in 2016 and we are moving away from OpenGl in favor of Vulcan , in order to give the programmer , on all OS platforms access to the hardware's lower functions , instead of asking AMD ,Intel , nVidia etc ... for hardware driver updates .
So I learned a few things reading on AMD , Intel and nVidia 's sites , If you want to keep up and develop cutting edge games you have to switch from OpenGl , Directx etc.. to Vulcan . https://en.wikipedia.org/wiki/Vulkan_(API)
Coders developing on a nvidia card will find it hard to catch the glitches on a AMD card and vice versa . What I do see is Chocapic13 , found and corrected some proprietary nvidia functions that AMD cards can't perform . I'm guessing sp614x has to identify what these are and using conditions
such as
If "condition AMD card" then
> "Globally disable nvidia function"
Else
> " treat nvidia function Normally"
Some people working on the shaders have identified the differences between the cards and released shaders specific to a certain graphic card Brand . Shaders is really a personal taste and there are just to many combinations to ask the shader developers to create so many versions of the same thing . Well just rambling on here ,lol .sp614x and the shader developers are doing a great job , enhancing the enjoyment of the game .
Best thing is to just ask Chocapic13 how he fixed the AMD shaders and apply the patch to Optifine
Does it happen on older MC versions (1.8, 1.9)?
Does it happen with the Shaders Mod (1.7, 1.8)?
Does it happen without other mods installed (no Forge)?
OK, so I forfeited Factorization in order to get the D6 version to work but I ran into a problem. On the MultiCore Setting, Agricraft Tanks and Channels don't render. They do render only minimally in the Smooth Setting. Can you look into this please? If it does render, I get strange chunk flickering.
Computer specs: Custom. nVidia 750TI, i7-4769 (3.6Ghz), 32GB RAM and Windows 10 Pro.
Screenshots of the issue, or a small video (gif): See Above.
Game settings you're using: Fast Settings and Smooth Chunk Loading.
Along with the other problems I posted about earlier, I've also now crashed a couple times.
GL error 0x0501: Invalid value at pre-useProgram
GL error 0x0501: Invalid value at pre-useProgram
GL error 0x0501: Invalid value at pre-useProgram
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000000005da0a6d2, pid=5368, tid=5768
#
# JRE version: Java(TM) SE Runtime Environment (8.0_25-b18) (build 1.8.0_25-b18)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (25.25-b02 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [ig4icd64.dll+0xca6d2]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# C:\Users\Wees\AppData\Roaming\.minecraft\hs_err_pid5368.log
#
# If you would like to submit a bug report, please visit:
# http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
AL lib: (EE) alc_cleanup: 1 device not closed
Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release
The rest of the chatlog was just filled with the same GL error message, I just didn't copy it all for spam reasons.
I've been having a similar-ish problem to soccerguy3. I also have an AMD card. Everything he said rings true for me except that "Chocapic13 Beta V6.2 High amd fix 3.zip" doesn't fix the glitch on everything. Only the dropped items and items in an item frame...for the most part.
Here's some fancy screencaps!
You can see it happening here on a book in the item frame as well as on the suit of armor. It all changes and goes crazy depending on which way I look.
Here's a couple dropped eggs it happens to. Those appear semi-transparent.
Another dropped item. You can see it happening on my axe.
Doesn't happen as much at night. But it's still present. As previously stated, it's worse with motion. It goes crazy depending on the angle I'm viewing it.
Here's what chocapic13's amd fix shader looks like on the armor dummy vs the book in the item frame. As you can see it's fixed the book (as well as any dropped items) but it's still destroying the look of the armor, unfortunately.
And finally here's chocapic13's amd fix shader on my wife's armor she's wearing. Sorry for the lighting. But as you can see it's still happening.
I've tried many different shaders with many different texture packs. I've also tried many different versions of optifine. Tried it without optifine. Essentially tried everything I could think of. There doesn't seem to be a fix on my end except for rolling back to AMD's 14.9 driver. Which I can't do since I'm on Windows 10. I know folks say that all this stuff is just to make things prettier. And it is for the most part. However, with the increased darkness the shader provides coupled with the ability to light my surroundings with a torch in hand...it all really adds to the actual gameplay. So...I'd like to throw in a request to please attempt a fix at this problem. I'm sure many of us that're stuck in this same situation would *greatly* appreciate it!
Something very weird's been happening to my game since 1.10 with OptiFine.
Every single of my singleplayer worlds lost day. Literally. There's only night that turns into night. There's no day/night cycle, only night/night.
I disabled all my mods, shaders and stuff, and it looks like OptiFine is the culprit. Vanilla works just fine, but when I enable either 1.10-OptiFine_HD_U-B6 or 1.10.2-OptiFine_HD_U-C1 the day simply disappears from all my singleplayer worlds.
Tried /gamerule dayNightCycle, tried /time set day, even tried skipping the night by spamming /time add 100, the result remains the same - as soon as the moon sets and the night ends, a moon rises and a new night begins.
Something very weird's been happening to my game since 1.10 with OptiFine.
Every single of my singleplayer worlds lost day. Literally. There's only night that turns into night. There's no day/night cycle, only night/night.
I disabled all my mods, shaders and stuff, and it looks like OptiFine is the culprit. Vanilla works just fine, but when I enable either 1.10-OptiFine_HD_U-B6 or 1.10.2-OptiFine_HD_U-C1 the day simply disappears from all my singleplayer worlds.
Tried /gamerule dayNightCycle, tried /time set day, even tried skipping the night by spamming /time add 100, the result remains the same - as soon as the moon sets and the night ends, a moon rises and a new night begins.
The setting for Time is under Options / Video Settings / Other , then you can choose default , Night only and Day only
Now that biome coloring gets applied to the bottom of water, might we take a quick look at the sides?
It seems to be a problem only when the water side is next to glass. If you look up through glass at the bottom, it's fine (as of B6); in the screenshot (using C1) you can look through glass to the see the top of water, and that's also fine. No problems where the water is held back by a sign, or next to air where it spills out.
I think it may have been this way forever, but now that the bottom is fixed I notice it a lot more...
Along with the other problems I posted about earlier, I've also now crashed a couple times.
GL error 0x0501: Invalid value at pre-useProgram
GL error 0x0501: Invalid value at pre-useProgram
GL error 0x0501: Invalid value at pre-useProgram
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000000005da0a6d2, pid=5368, tid=5768
#
# JRE version: Java(TM) SE Runtime Environment (8.0_25-b18) (build 1.8.0_25-b18)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (25.25-b02 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [ig4icd64.dll+0xca6d2]
Before giving up , i would try updating java to Java 8 update 92 . try and find newer intel chipset drivers and newer intel Graphic drivers . A newer bios Firmware . Try this site for Drivers , if you can't find at the Manufacturers site .http://www.station-drivers.com/index.php?lang=en
Just tried with no texture pack, just vanilla, and same thing when I use the MultiCore setting. Changed some settings in the nVidia Control Panel and nothing. I'm stumped.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
I posted earlier the problem, (it's the post with like 3 videos only a few pages back)
It is just a minor problem, but a bit annoying. So basically in widgets.png there is a line for the texture of the buttons in menus when you hover over them. I added a 2 by 1 stroke to this button (not an actually effect just drew a line around the button) and half of the stroke just disappears when in Optifine U H6 1.8 when I am hovering over the buttons in the control menu panel. I learned that that button texture is actually cut in half (like imagine cutting a rectangle in half to form 2 squares, not sure the term for this). So the second half of the texture is discarding I'd guess and the first half is used for small buttons, and is just doubled to form large buttons. But this still doesn't explain why my stroke was also cut in half but in the opposite way. Sorry if this sounds confusing.
Edit: Nvm, it works now! Thanks. I understand now that the glasspane.properties was a file I had to create!
Thanks , since officially windows 7 is not supported by MS and 8.1 soon to follow (pay support still there for Corporations) , all that's left is Windows 10 , Apple OS and Linux . AMD has already added all the Windows 7 and 8.x hardware to the legacy driver with no further development planed . Last and final legacy AMD driver is Crimson 6.2.1 beta , last Catalyst 15.11.xx . It used to be, people would get a pricey intel / nvidia system for a cutting edge system and AMD for budget . Now that AMD is quickly catching up in both their CPU and GPU and will very soon , surpass Intel and nvidia ,in price , speed and design . Here we are in 2016 and we are moving away from OpenGl in favor of Vulcan , in order to give the programmer , on all OS platforms access to the hardware's lower functions , instead of asking AMD ,Intel , nVidia etc ... for hardware driver updates .
So I learned a few things reading on AMD , Intel and nVidia 's sites , If you want to keep up and develop cutting edge games you have to switch from OpenGl , Directx etc.. to Vulcan . https://en.wikipedia.org/wiki/Vulkan_(API)
Coders developing on a nvidia card will find it hard to catch the glitches on a AMD card and vice versa . What I do see is Chocapic13 , found and corrected some proprietary nvidia functions that AMD cards can't perform . I'm guessing sp614x has to identify what these are and using conditions
such as
If "condition AMD card" then
> "Globally disable nvidia function"
Else
> " treat nvidia function Normally"
Some people working on the shaders have identified the differences between the cards and released shaders specific to a certain graphic card Brand . Shaders is really a personal taste and there are just to many combinations to ask the shader developers to create so many versions of the same thing . Well just rambling on here ,lol .sp614x and the shader developers are doing a great job , enhancing the enjoyment of the game .
Best thing is to just ask Chocapic13 how he fixed the AMD shaders and apply the patch to Optifine
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272953-optifine-hd-b6-fps-boost-dynamic-lights-shaders?comment=52154
OK, so I forfeited Factorization in order to get the D6 version to work but I ran into a problem. On the MultiCore Setting, Agricraft Tanks and Channels don't render. They do render only minimally in the Smooth Setting. Can you look into this please? If it does render, I get strange chunk flickering.
http://pastebin.com/rUiMvyKm
http://pastebin.com/nCeTD3kW
http://pastebin.com/f8yG0nUD
http://pastebin.com/frdBCsyP
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Along with the other problems I posted about earlier, I've also now crashed a couple times.
GL error 0x0501: Invalid value at pre-useProgram
GL error 0x0501: Invalid value at pre-useProgram
GL error 0x0501: Invalid value at pre-useProgram
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000000005da0a6d2, pid=5368, tid=5768
#
# JRE version: Java(TM) SE Runtime Environment (8.0_25-b18) (build 1.8.0_25-b18)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (25.25-b02 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [ig4icd64.dll+0xca6d2]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# C:\Users\Wees\AppData\Roaming\.minecraft\hs_err_pid5368.log
#
# If you would like to submit a bug report, please visit:
# http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
AL lib: (EE) alc_cleanup: 1 device not closed
Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release
The rest of the chatlog was just filled with the same GL error message, I just didn't copy it all for spam reasons.
Friendship is magic!
So no one cares about my error message ;/
Or they're busy, there's a trillion error messages here.
To accuse them of not caring is a bit rude.
Friendship is magic!
Be Patient. Never demand a modder to do something for you, ask and ye shall receive...maybe.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
I've been having a similar-ish problem to soccerguy3. I also have an AMD card. Everything he said rings true for me except that "Chocapic13 Beta V6.2 High amd fix 3.zip" doesn't fix the glitch on everything. Only the dropped items and items in an item frame...for the most part.
Here's some fancy screencaps!
You can see it happening here on a book in the item frame as well as on the suit of armor. It all changes and goes crazy depending on which way I look.
Here's a couple dropped eggs it happens to. Those appear semi-transparent.
Another dropped item. You can see it happening on my axe.
Doesn't happen as much at night. But it's still present. As previously stated, it's worse with motion. It goes crazy depending on the angle I'm viewing it.
Here's what chocapic13's amd fix shader looks like on the armor dummy vs the book in the item frame. As you can see it's fixed the book (as well as any dropped items) but it's still destroying the look of the armor, unfortunately.
And finally here's chocapic13's amd fix shader on my wife's armor she's wearing. Sorry for the lighting. But as you can see it's still happening.
I've tried many different shaders with many different texture packs. I've also tried many different versions of optifine. Tried it without optifine. Essentially tried everything I could think of. There doesn't seem to be a fix on my end except for rolling back to AMD's 14.9 driver. Which I can't do since I'm on Windows 10. I know folks say that all this stuff is just to make things prettier. And it is for the most part. However, with the increased darkness the shader provides coupled with the ability to light my surroundings with a torch in hand...it all really adds to the actual gameplay. So...I'd like to throw in a request to please attempt a fix at this problem. I'm sure many of us that're stuck in this same situation would *greatly* appreciate it!
Thanks very much!
-Craig
I understand
Something very weird's been happening to my game since 1.10 with OptiFine.
Every single of my singleplayer worlds lost day. Literally. There's only night that turns into night. There's no day/night cycle, only night/night.
I disabled all my mods, shaders and stuff, and it looks like OptiFine is the culprit. Vanilla works just fine, but when I enable either 1.10-OptiFine_HD_U-B6 or 1.10.2-OptiFine_HD_U-C1 the day simply disappears from all my singleplayer worlds.
Tried /gamerule dayNightCycle, tried /time set day, even tried skipping the night by spamming /time add 100, the result remains the same - as soon as the moon sets and the night ends, a moon rises and a new night begins.
The setting for Time is under Options / Video Settings / Other , then you can choose default , Night only and Day only
Worked like a charm thanks.
Though I can't help but wonder why was it in "night only" mode on default...
Now that biome coloring gets applied to the bottom of water, might we take a quick look at the sides?
It seems to be a problem only when the water side is next to glass. If you look up through glass at the bottom, it's fine (as of B6); in the screenshot (using C1) you can look through glass to the see the top of water, and that's also fine. No problems where the water is held back by a sign, or next to air where it spills out.
I think it may have been this way forever, but now that the bottom is fixed I notice it a lot more...
What exactly is the problem?
Resource pack download link?
Before giving up , i would try updating java to Java 8 update 92 . try and find newer intel chipset drivers and newer intel Graphic drivers . A newer bios Firmware . Try this site for Drivers , if you can't find at the Manufacturers site .http://www.station-drivers.com/index.php?lang=en
The bad news is in the link below
http://hopper.minecraft.net/help/references/intel-4-series-chipsets/
Try this , you have the same problem as this guy that I answered
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272953-optifine-hd-b6-fps-boost-dynamic-lights-shaders?comment=52168
Just tried with no texture pack, just vanilla, and same thing when I use the MultiCore setting. Changed some settings in the nVidia Control Panel and nothing. I'm stumped.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
I posted earlier the problem, (it's the post with like 3 videos only a few pages back)
It is just a minor problem, but a bit annoying. So basically in widgets.png there is a line for the texture of the buttons in menus when you hover over them. I added a 2 by 1 stroke to this button (not an actually effect just drew a line around the button) and half of the stroke just disappears when in Optifine U H6 1.8 when I am hovering over the buttons in the control menu panel. I learned that that button texture is actually cut in half (like imagine cutting a rectangle in half to form 2 squares, not sure the term for this). So the second half of the texture is discarding I'd guess and the first half is used for small buttons, and is just doubled to form large buttons. But this still doesn't explain why my stroke was also cut in half but in the opposite way. Sorry if this sounds confusing.
I don't think those are the same problems, or maybe I just am not understanding that person's problem.