Hi, Is there any way to enable depth of field in SEUS Renewed 1.00 or in Seus v11?
I am in minecraft 1.12.2 and using Optifine HD_U_D1. I also have SEUS v11 and SEUS Renewed.
To add depth of field in SEUS v11 you can watch my video tutorial, for SEUS Renewed I haven’t had a chance to have a shot at it but I do know the method in my tutorial doesn’t work with renewed.
Tutorial video:
I'm seeing a small problem with the SEUS shaders regarding text over NPC heads (mainly with the Millenaire mod, but there are probably other mods that do something similar).
Here is what it looks like with SEUS Renewed:
and here is what it looks like with "internal" shaders (and turning shaders off completely doesn't look much different to me):
I have a vague memory of previously seeing other posts/threads with a similar issue, but I can't find them now (I might not be using the right search terms). If someone could help me find the right settings to change (or lines to edit in my local copy of the shader pack) to make the text backgrounds (and visibility through barriers) more consistent, I'd appreciate it.
To add depth of field in SEUS v11 you can watch my video tutorial, for SEUS Renewed I haven’t had a chance to have a shot at it but I do know the method in my tutorial doesn’t work with renewed.
Tutorial video:
I tried this already and it made my entire screen turn bright white and gave a message "Error in composite 1"; something like that.
I could still look around but could not see anything because the blinding white was covering the whole screen.
Update: I just tried this again and it worked! I must have made an error last time.
Thanks for making this video. I have the perfect shaderpack now!
But does anyone have an idea on how long this shaderpack will remain compatible?
I found a bug in the shaders. When I teleported 1000km away from spawn, I saw the blocks moving as I walked. It is worse when you travel that distance tenfold. When I saw the log I found this:
I will post a video later for you to see it more clearly.
[01:04:12] [Client thread/INFO]: [Shaders] Shader info log: /shaders/gbuffers_terrain.fsh
0(51) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(52) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(53) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(54) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(55) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(56) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(58) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(59) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(60) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(61) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(63) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(65) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(66) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(233) : warning C7533: global function texture2DLod is deprecated after version 120
0(330) : warning C7533: global variable gl_ModelViewMatrix is deprecated after version 120
0(554) : warning C7533: global variable gl_FragData is deprecated after version 120
[01:04:12] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_terrain.vsh, /shaders/gbuffers_terrain.fsh
Vertex info
-----------
0(32) : warning C7050: "tangent" might be used before being initialized
0(33) : warning C7050: "binormal" might be used before being initialized
Fragment info
-------------
0(51) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(52) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(53) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(54) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(55) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(56) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(58) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(59) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(60) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(61) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(63) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(65) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(66) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(233) : warning C7533: global function texture2DLod is deprecated after version 120
0(330) : warning C7533: global variable gl_ModelViewMatrix is deprecated after version 120
0(554) : warning C7533: global variable gl_FragData is deprecated after version 120
[01:04:12] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_terrain
[01:04:12] [Server thread/INFO]: Saving and pausing game...
[01:04:12] [Server thread/INFO]: Saving chunks for level 'New World'/Overworld
[01:04:12] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
Vertex info
-----------
0(21) : warning C7050: "tangent" might be used before being initialized
0(22) : warning C7050: "binormal" might be used before being initialized
[01:04:12] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_water
[01:04:12] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
Vertex info
-----------
0(28) : warning C7050: "tangent" might be used before being initialized
0(29) : warning C7050: "binormal" might be used before being initialized
Hi there, I am trying out the new seus shader and I have an issue with incorrect lighting. At the screenshot below, you can see blocks of the Conquest Reforged Mod. I am not sure if I need to tell the shader pack what kind of material this block is. It seems like it would be handled like glass or something.
Down below if I remove the block, the sunlight comes in as expected.
EDIT:
OK I understand, if I replace the block by a vanilla block, I will get the same result. I seems like the shader has a problem with stairs, because the little hole will not get rendered properly.
With Amd Ryzen 7 1700X and Rx 580 graphics card, I can only get like 25-30fps with the renewed version. Is this normal?
For me Renewed runs even better than the old one (i think) so you definitely have a problem there. Did you check your settings? maybe you're running at 2x the resolution or some ludicrous render distance (since i don't see any mods/resource packs in use)
For me Renewed runs even better than the old one (i think) so you definitely have a problem there. Did you check your settings? maybe you're running at 2x the resolution or some ludicrous render distance (since i don't see any mods/resource packs in use)
It should be a given for everyone to get better FPS with SEUS Renewed because it is lighter on implemented effects like no volumetric light or clouds and lower quality GI. I would check to make sure that there is 2GB or ram allocated to minecraft as that can affect FPS.
For me Renewed runs even better than the old one (i think) so you definitely have a problem there. Did you check your settings? maybe you're running at 2x the resolution or some ludicrous render distance (since i don't see any mods/resource packs in use)
It should be a given for everyone to get better FPS with SEUS Renewed because it is lighter on implemented effects like no volumetric light or clouds and lower quality GI. I would check to make sure that there is 2GB or ram allocated to minecraft as that can affect FPS.
Weird. I can get around 52-55fps with the SEUSv11 Ultra preset. With extreme preset, fps reduces drastically to around 35 fps. With SEUS renewed, without presets, I get around 20-30fps. I don't use any resource packs and I allocated 6gb's of ram to minecraft. Here is my graphic settings, I only set the render distance to 8 chunks. My hardware should give me a better fps I guess. Because people usually get around 70fps with GTX1060. Rx 580 is equivalent.
Nope, I updated the drivers to nvidia 391 in order to be able to record and still the same issues. However when I boot up in mac os sierra I don't have these issues but the only shader I can run is the Sildur's Enhanced. I'm using a gtx 750 ti from 2014 and it runs smoothly at 1050p. SEUS renewed also has these issues and it runs worse on my 750ti but better than v11 on my 940m laptop.
I don't use any resource packs and I allocated 6gb's of ram to minecraft.
Isn't that a little excessive? I currently use about 50 mods (with most of them being eye-candy stuff like better foliage) and a few x32 resource and sound packs and i have no problem running it all with only 2 gigs allocated at 15 chunks render distance; it never hits the limit either. I remember that allocating too much ram can also negatively impact performance.
Also check the debug F3 pie chart and see what exactly is eating up the most resources. Have you also tried enabling/disabling different components of SEUS like GI and water caustics?
Ok I reduced the allocated ram to 2 gigs, I don't use any other mods and tried to enable/disable components. Still stuck with 30fps... Here is my pie chart:
Hi
I improve cloud shadow in Seus Renewed 1.0.0
Open "Composite2" and paste "CloudColor2"(code in spoiler) in line 1501
vec4 CloudColor2(in vec4 worldPosition, in float sunglow, in vec3 worldLightVector, in float altitude, in float thickness, const bool isShadowPass)
{
float cloudHeight = altitude;
float cloudDepth = thickness;
float cloudUpperHeight = cloudHeight + (cloudDepth / 2.0f);
float cloudLowerHeight = cloudHeight - (cloudDepth / 2.0f);
//worldPosition.xz /= 1.0f + max(0.0f, length(worldPosition.xz - cameraPosition.xz) / 5000.0f);
vec3 p = worldPosition.xyz / 150.0f;
float t = frameTimeCounter * 1.0f;
t *= 0.5;
p += (Get2DNoise(p * 2.0f + vec3(0.0f, t * 0.00f, 0.0f)) * 2.0f - 1.0f) * 0.10f;
p.z -= (Get2DNoise(p * 0.25f + vec3(0.0f, t * 0.00f, 0.0f)) * 2.0f - 1.0f) * 0.45f;
p.x -= (Get2DNoise(p * 0.125f + vec3(0.0f, t * 0.00f, 0.0f)) * 2.0f - 1.0f) * 2.2f;
p.xz -= (Get2DNoise(p * 0.0525f + vec3(0.0f, t * 0.00f, 0.0f)) * 2.0f - 1.0f) * 2.7f;
p.x *= 0.5f;
p.x -= t * 0.01f;
vec3 p1 = p * vec3(1.0f, 0.5f, 1.0f) + vec3(0.0f, t * 0.01f, 0.0f);
float noise = Get2DNoise(p * vec3(1.0f, 0.5f, 1.0f) + vec3(0.0f, t * 0.01f, 0.0f)); p *= 2.0f; p.x -= t * 0.057f; vec3 p2 = p;
noise += (2.0f - abs(Get2DNoise(p) * 2.0f - 0.0f)) * (0.15f); p *= 3.0f; p.xz -= t * 0.035f; p.x *= 2.0f; vec3 p3 = p;
noise += (3.0f - abs(Get2DNoise(p) * 3.0f - 0.0f)) * (0.050f); p *= 3.0f; p.xz -= t * 0.035f; vec3 p4 = p;
noise += (3.0f - abs(Get2DNoise(p) * 3.0f - 0.0f)) * (0.015f); p *= 3.0f; p.xz -= t * 0.035f;
if (!isShadowPass)
{
noise += ((Get2DNoise(p))) * (0.022f); p *= 3.0f;
noise += ((Get2DNoise(p))) * (0.009f);
}
noise /= 1.475f;
//cloud edge
float coverage = 0.601f * 0.8;
coverage = mix(coverage, 0.97f, rainStrength);
float dist = length(worldPosition.xz - cameraPosition.xz * 0.5);
coverage *= max(0.0f, 1.0f - dist / 14000.0f);
float density = 0.1f + rainStrength * 0.3;
if (isShadowPass)
{
return vec4(GetCoverage(coverage + 0.2f, density + 0.2f, noise));
}
noise = GetCoverage(coverage, density, noise);
const float lightOffset = 0.2f;
float sundiff = Get2DNoise(p1 + worldLightVector.xyz * lightOffset);
sundiff += (2.0f - abs(Get2DNoise(p2 + worldLightVector.xyz * lightOffset / 2.0f) * 2.0f - 0.0f)) * (0.55f);
float largeSundiff = sundiff;
largeSundiff = -GetCoverage(coverage, 0.0f, largeSundiff * 1.3f);
sundiff += (3.0f - abs(Get2DNoise(p3 + worldLightVector.xyz * lightOffset / 5.0f) * 3.0f - 0.0f)) * (0.045f);
sundiff += (3.0f - abs(Get2DNoise(p4 + worldLightVector.xyz * lightOffset / 8.0f) * 3.0f - 0.0f)) * (0.015f);
sundiff /= 1.5f;
sundiff *= max(0.0f, 1.0f - dist / 14000.0f);
sundiff = -GetCoverage(coverage * 1.0f, 0.0f, sundiff);
float secondOrder = pow(clamp(sundiff * 1.1f + 1.45f, 0.0f, 1.0f), 4.0f);
float firstOrder = pow(clamp(largeSundiff * 1.1f + 1.66f, 0.0f, 1.0f), 3.0f);
float directLightFalloff = firstOrder * secondOrder;
float anisoBackFactor = mix(clamp(pow(noise, 1.6f) * 2.5f, 0.0f, 1.0f), 1.0f, pow(sunglow, 1.0f));
directLightFalloff *= anisoBackFactor;
directLightFalloff *= mix(11.5f, 1.0f, pow(sunglow, 0.5f));
//noise *= saturate(1.0 - directLightFalloff);
vec3 colorDirect = colorSunlight * 11.215f;
colorDirect = mix(colorDirect, colorDirect * vec3(0.2f, 0.2f, 0.2f), timeMidnight);
colorDirect *= 1.0f + pow(sunglow, 2.0f) * 120.0f * pow(directLightFalloff, 1.1f) * (1.0 - rainStrength * 0.8);
colorDirect *= 1.0f;
vec3 colorAmbient = mix(colorSkylight, colorSunlight * 2.0f, vec3(0.15f)) * 0.93f;
colorAmbient = mix(colorAmbient, vec3(0.4) * Luminance(colorSkylight), vec3(rainStrength));
colorAmbient *= mix(1.0f, 0.3f, timeMidnight);
colorAmbient = mix(colorAmbient, colorAmbient * 3.0f + colorSunlight * 0.05f, vec3(clamp(pow(1.0f - noise, 12.0f) * 1.0f, 0.0f, 1.0f)));
directLightFalloff *= mix(1.0, 0.085, rainStrength);
//directLightFalloff += (pow(Get3DNoise(p3), 2.0f) * 0.5f + pow(Get3DNoise(p3 * 1.5f), 2.0f) * 0.25f) * 0.02f;
//directLightFalloff *= Get3DNoise(p2);
vec3 color = mix(colorAmbient, colorDirect, vec3(min(1.0f, directLightFalloff)));
color *= 1.0f;
color = mix(color, color * 0.9, rainStrength);
vec4 result = vec4(color.rgb, noise);
return result;
}
Go to find code "CloudShadow" , select all code of this code ande replace by this code in spoiler
float getCloudShadow(vec3 lightVector, vec4 screenSpacePosition)
{
lightVector = upVector;
float cloudsAltitude = 540.0f;
float cloudsThickness = 150.0f;
float cloudsUpperLimit = cloudsAltitude + cloudsThickness * 0.5f;
float cloudsLowerLimit = cloudsAltitude - cloudsThickness * 0.5f;
float planeHeight = cloudsUpperLimit;
planeHeight -= cloudsThickness * 0.85f;
Plane pl;
pl.origin = vec3(0.0f, planeHeight, 0.0f);
pl.normal = vec3(0.0f, 1.0f, 0.0f);
float density = 1.3;
density *= mix(1.0, 0.0, timeMidnight);
//Cloud shadow
Ray surfaceToSun;
vec4 sunDir = gbufferModelViewInverse * vec4(lightVector, 0.0f);
surfaceToSun.dir = normalize(sunDir.xyz);
vec4 surfacePos = gbufferModelViewInverse * screenSpacePosition;
surfaceToSun.origin = surfacePos.xyz + cameraPosition.xyz;
Intersection i = RayPlaneIntersection(surfaceToSun, pl);
float cloudDist = length(i.pos.xyz - cameraPosition.xyz);
float cloudShadow2 = CloudColor2(vec4(i.pos.xyz * 10.0 * 0.75 + vec3(30.0f), 1.0f), 0.0f, vec3(1.0f), cloudsAltitude, cloudsThickness, true).x;
cloudShadow2 += CloudColor2(vec4(i.pos.xyz * 0.65f + vec3(10.0f) + vec3(i.pos.z * 0.5f, 0.0f, 0.0f), 1.0f), 0.0f, vec3(1.0f), cloudsAltitude, cloudsThickness, true).x;
cloudShadow2 *= exp(-cloudDist * (0.0002 + rainStrength * 0.0029));
cloudShadow2 = min(1.0, cloudShadow2 * density);
cloudShadow2 = 1.1f - cloudShadow2;
return cloudShadow2;
}
And go to line 1973 and replace this "float cloudShadow = 1.0; by this code whitout quotation marks :
" float cloudShadow = getCloudShadow(lightVector, viewPos); "
i love this shader , but its conflicting with the night sky of astral sorcery , anyway to fix it ?
---------------------------------------------------------------
you may start liking dumb people
Hi, Is there any way to enable depth of field in SEUS Renewed 1.00 or in Seus v11?
I am in minecraft 1.12.2 and using Optifine HD_U_D1. I also have SEUS v11 and SEUS Renewed.
To add depth of field in SEUS v11 you can watch my video tutorial, for SEUS Renewed I haven’t had a chance to have a shot at it but I do know the method in my tutorial doesn’t work with renewed.
Tutorial video:
I'm seeing a small problem with the SEUS shaders regarding text over NPC heads (mainly with the Millenaire mod, but there are probably other mods that do something similar).
Here is what it looks like with SEUS Renewed:
and here is what it looks like with "internal" shaders (and turning shaders off completely doesn't look much different to me):
I have a vague memory of previously seeing other posts/threads with a similar issue, but I can't find them now (I might not be using the right search terms). If someone could help me find the right settings to change (or lines to edit in my local copy of the shader pack) to make the text backgrounds (and visibility through barriers) more consistent, I'd appreciate it.
I tried this already and it made my entire screen turn bright white and gave a message "Error in composite 1"; something like that.
I could still look around but could not see anything because the blinding white was covering the whole screen.
I tried this already and it made my entire screen turn bright white and gave a message "Error in composite 1"; something like that.
I could still look around but could not see anything because the blinding white was covering the whole screen.
Update: I just tried this again and it worked! I must have made an error last time.
Thanks for making this video. I have the perfect shaderpack now!
But does anyone have an idea on how long this shaderpack will remain compatible?
I found a bug in the shaders. When I teleported 1000km away from spawn, I saw the blocks moving as I walked. It is worse when you travel that distance tenfold. When I saw the log I found this:
I will post a video later for you to see it more clearly.
[01:04:12] [Client thread/INFO]: [Shaders] Shader info log: /shaders/gbuffers_terrain.fsh
0(51) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(52) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(53) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(54) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(55) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(56) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(58) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(59) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(60) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(61) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(63) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(65) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(66) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(233) : warning C7533: global function texture2DLod is deprecated after version 120
0(330) : warning C7533: global variable gl_ModelViewMatrix is deprecated after version 120
0(554) : warning C7533: global variable gl_FragData is deprecated after version 120
[01:04:12] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_terrain.vsh, /shaders/gbuffers_terrain.fsh
Vertex info
-----------
0(32) : warning C7050: "tangent" might be used before being initialized
0(33) : warning C7050: "binormal" might be used before being initialized
Fragment info
-------------
0(51) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(52) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(53) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(54) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(55) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(56) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(58) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(59) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(60) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(61) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(63) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(65) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(66) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(233) : warning C7533: global function texture2DLod is deprecated after version 120
0(330) : warning C7533: global variable gl_ModelViewMatrix is deprecated after version 120
0(554) : warning C7533: global variable gl_FragData is deprecated after version 120
[01:04:12] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_terrain
[01:04:12] [Server thread/INFO]: Saving and pausing game...
[01:04:12] [Server thread/INFO]: Saving chunks for level 'New World'/Overworld
[01:04:12] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
Vertex info
-----------
0(21) : warning C7050: "tangent" might be used before being initialized
0(22) : warning C7050: "binormal" might be used before being initialized
[01:04:12] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_water
[01:04:12] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
Vertex info
-----------
0(28) : warning C7050: "tangent" might be used before being initialized
0(29) : warning C7050: "binormal" might be used before being initialized
Here is the whole log:
https://drive.google.com/open?id=1bnqS44tSQ2wrSAA4jZJRjSMzLuNlYv8Y
Have you tried with another shaders pack?
The problem could come from the graphics card because I tried to do the same thing and it works properly
Hi there, I am trying out the new seus shader and I have an issue with incorrect lighting. At the screenshot below, you can see blocks of the Conquest Reforged Mod. I am not sure if I need to tell the shader pack what kind of material this block is. It seems like it would be handled like glass or something.
Down below if I remove the block, the sunlight comes in as expected.
EDIT:
OK I understand, if I replace the block by a vanilla block, I will get the same result. I seems like the shader has a problem with stairs, because the little hole will not get rendered properly.
With Amd Ryzen 7 1700X and Rx 580 graphics card, I can only get like 25-30fps with the renewed version. Is this normal?
For me Renewed runs even better than the old one (i think) so you definitely have a problem there. Did you check your settings? maybe you're running at 2x the resolution or some ludicrous render distance (since i don't see any mods/resource packs in use)
It should be a given for everyone to get better FPS with SEUS Renewed because it is lighter on implemented effects like no volumetric light or clouds and lower quality GI. I would check to make sure that there is 2GB or ram allocated to minecraft as that can affect FPS.
Weird. I can get around 52-55fps with the SEUSv11 Ultra preset. With extreme preset, fps reduces drastically to around 35 fps. With SEUS renewed, without presets, I get around 20-30fps. I don't use any resource packs and I allocated 6gb's of ram to minecraft. Here is my graphic settings, I only set the render distance to 8 chunks. My hardware should give me a better fps I guess. Because people usually get around 70fps with GTX1060. Rx 580 is equivalent.
Nope, I updated the drivers to nvidia 391 in order to be able to record and still the same issues. However when I boot up in mac os sierra I don't have these issues but the only shader I can run is the Sildur's Enhanced. I'm using a gtx 750 ti from 2014 and it runs smoothly at 1050p. SEUS renewed also has these issues and it runs worse on my 750ti but better than v11 on my 940m laptop.
My 940m laptop also has the same problem
Isn't that a little excessive? I currently use about 50 mods (with most of them being eye-candy stuff like better foliage) and a few x32 resource and sound packs and i have no problem running it all with only 2 gigs allocated at 15 chunks render distance; it never hits the limit either. I remember that allocating too much ram can also negatively impact performance.
Also check the debug F3 pie chart and see what exactly is eating up the most resources. Have you also tried enabling/disabling different components of SEUS like GI and water caustics?
Do you use any mods? (other than OF)
For those that want volumetric clouds back in SEUS renewed here is my latest video tutorial on how to code them back in, enjoy
Ok I reduced the allocated ram to 2 gigs, I don't use any other mods and tried to enable/disable components. Still stuck with 30fps... Here is my pie chart: