sp614x I have two new ideas for your doto list: variable entity render distance and 64 chunk render distance
Variable entity render distance is possible, but it has some problems:
- it can not be too short or it would be unrealistic
- it can not be too big as the server (even in singleplayer) automatically unloads the client entities after 80m
Generally it would not be useful.
Chunk render distance over 32 would be very resource demanding, for example for 64:
- long time to load the chunks
- it would need a lot of RAM, at least 8 GB allocated (the PC should have at least 16)
- it would need a lot of graphics VRAM
- significant FPS drop (at least 4x, may be 6-8x)
Variable entity render distance is possible, but it has some problems:
- it can not be too short or it would be unrealistic
What about if a player uses Tiny Render Distance, would it not make sense to limit the entity render distance to the same? You can't see the entities (because fog) anyway, so they might aswell not render?
What about if a player uses Tiny Render Distance, would it not make sense to limit the entity render distance to the same? You can't see the entities (because fog) anyway, so they might aswell not render?
Only entities from the visible chunks are rendered.
When the chunk render distance is limited the entity render distance is also automatically limited.
Some people go above 32 chunks in vanilla MineCraft by editing options.txt, which doesn't work or have any alternative when OptiFine is active. People who like to play at more than 32 might still appreciate OptiFine's features, however. (But yes, a lot of people wouldn't be able to play even just at 32 without too big problems.)
I can remove the limit so that editing options.txt would work.
Extending the slider to 64 chunks is a bit dangerous. Way too many people will just move it to the right and then complain when the game crashes, because of RAM, VRAM or some other limitation.
I've got an interesting bug: better snow + SEUS = Gummy snow. The snows tries to do the grass movement, only producing bizarre results. Looks even stanger in real time.
...
Fixed Better Snow and waving grass.
Comings soon in Preview C3 for 1.10.2.
Speaking of Better Snow bugs, the "Better Snow snow" doesn't receive ambient occlusion, unlike normal snow layers. Which looks odd near a wall or a ledge.
Well, I'm pretty sure it's not that way in the non-preview (C2) version of OptiFine. It might have something to do with how you fixed Better Snow waving in shaders, I guess.
Running 1.10.2 HD C2, although the previous version was doing it as well. I get these really really horrible lines across block edges, it's really noticeable around maps in frames. I've messed with every possible video setting I could and nothing fixed it. My video card drivers are all up to date (Nvidia).
Any idea whats going on? Vanilla 1.10.2 does not have it.
A question regarding Minecraft performance: As an experienced Performance-Modder, do you think that Minecraft's performance would greatly improve when using LWJGL with OpenGL or even the new Vulkan API?
Minecraft is already using OpenGL.
Switching to Vulkan will be a huge task and the performance increase may not be very big.
The terrain rendering (most important for FPS) will most probably not be affected, entity rendering (mobs, dropped items, etc) may see some (30%) increase. Chunk loading may be faster.
The way to optimize the performance is to move towards pocket edition: using custom shaders and rebuilding the whole engine for performance.
Running 1.10.2 HD C2, although the previous version was doing it as well. I get these really really horrible lines across block edges, it's really noticeable around maps in frames. I've messed with every possible video setting I could and nothing fixed it. My video card drivers are all up to date (Nvidia).
Any idea whats going on? Vanilla 1.10.2 does not have it.
I see no such lines: http://i.imgur.com/MiLYAAY.png
Have you tried to reset the video settings (Video Settings -> Other -> Reset Video Settings)?
Variable entity render distance is possible, but it has some problems:
- it can not be too short or it would be unrealistic
- it can not be too big as the server (even in singleplayer) automatically unloads the client entities after 80m
Generally it would not be useful.
Chunk render distance over 32 would be very resource demanding, for example for 64:
- long time to load the chunks
- it would need a lot of RAM, at least 8 GB allocated (the PC should have at least 16)
- it would need a lot of graphics VRAM
- significant FPS drop (at least 4x, may be 6-8x)
What about if a player uses Tiny Render Distance, would it not make sense to limit the entity render distance to the same? You can't see the entities (because fog) anyway, so they might aswell not render?
From the changelog:
- removed hack for plants, resource packs should use "symmetry=all" for flowers
Only entities from the visible chunks are rendered.
When the chunk render distance is limited the entity render distance is also automatically limited.
I can remove the limit so that editing options.txt would work.
Extending the slider to 64 chunks is a bit dangerous. Way too many people will just move it to the right and then complain when the game crashes, because of RAM, VRAM or some other limitation.
I'm trying to test CTM with displacement and normal mapping using SEUS-v11.0
and I'm getting this
Any ideas?
(using latest released version of MC, Forge, & Optifine on a GTX980ti,
non CTM version get its own texture on the edges instead of those colorful ones)
Do you have displacement maps for the CTM textures?
Resource pack download link?
Fixed Better Snow and waving grass.
Comings soon in Preview C3 for 1.10.2.
Is there any way to get flowers in flower pots to bounce around in my shader? They did in 1.7.10 shaders mod, but they no longer do here.
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
It should, at least in latest preview D3: http://i.imgur.com/ZR9tgrB.png
Tested Jelly World 4.0, everything bounces: terrain, flowers, flower pots and flowers in flower pots.
This is possible. But it should work now.
This happens in default resourcepack with bookshelves CTM using 1.10.2 HD U C3 pre.
Sorry for false alarm,
This actually resolved itself after restarting the game and resetting the shader's settings.
I suspect it had something to do with the texture resolution settings,
as I probably forgot to change it to 256 from 512 after cutting the texture into parts.
it's not a pack yet, I was just checking if this is currently possible, here is the CTM I was testing.
Running 1.10.2 HD C2, although the previous version was doing it as well. I get these really really horrible lines across block edges, it's really noticeable around maps in frames. I've messed with every possible video setting I could and nothing fixed it. My video card drivers are all up to date (Nvidia).
Any idea whats going on? Vanilla 1.10.2 does not have it.
Test resource pack for CTM overlays: http://optifine.net/tmp/CTM Overlays.zip
Minecraft is already using OpenGL.
Switching to Vulkan will be a huge task and the performance increase may not be very big.
The terrain rendering (most important for FPS) will most probably not be affected, entity rendering (mobs, dropped items, etc) may see some (30%) increase. Chunk loading may be faster.
The way to optimize the performance is to move towards pocket edition: using custom shaders and rebuilding the whole engine for performance.
I see no such lines: http://i.imgur.com/MiLYAAY.png
Have you tried to reset the video settings (Video Settings -> Other -> Reset Video Settings)?
Fixed in latest preview C3 for 1.10.2.
I have a pretty poor laptop, and even with optifine, I'm only getting one or two extra frames. Am I doing something wrong?