Does anyone where all the tweaks to SEUS are? I read that a document was made to tweak it, meaning fix the rain and all specular mapping and ect. I was going to search, and ended looking 15 pages in the wrong topic. ._.
Hi, I'm trying to use shaders, pretty sure I installed it correctly.
I'm using Seus v10 ultra DOF.
When i Change my ShadowresMul to above 1.000 I get the following error:
Failed Creating shadow framebuffer! (status 36054)
Hi, I'm trying to use shaders, pretty sure I installed it correctly.
I'm using Seus v10 ultra DOF.
When i Change my ShadowresMul to above 1.000 I get the following error:
Failed Creating shadow framebuffer! (status 36054)
Your GPU does not support it or it doesn't have enough video memory.
hey every time i try and use seus shader pack it comes up with this error in the pic but rudoplays works, plz help me, my vid for it is uploding now so yer here is the link
Hi since updating to minecraft 1.6.4 I have gotten the Shaders mod to work but not with optifine. (Is it compatible?)
Also I have also noticed that I can see the chunk borders in the water that were not previously there in 1.6.2
Any input would be appreciated.
Thanks
Does anyone where all the tweaks to SEUS are? I read that a document was made to tweak it, meaning fix the rain and all specular mapping and ect. I was going to search, and ended looking 15 pages in the wrong topic. ._.
Hello everyone playing with my new laptop running FTB with extra mods on far and other settings. But i can't seem to get the shaders mod to work in the world. Everything installs right. And i add the shaders ultra zip file to the shaders folder and select it but nothing happens when making a new world its still just the basic minecraft look.
: /
CPU - 4th Gen i7-4700MQ Quad-Core 2.40GHz
GPU - NVIDIA GeForce GT 740M
RAM - 8GB
Minecraft Version 1.5.2
Forge Version - 7.8.1.737
Well, in FTB, make sure you are opening both the Optifine 1.5.2 Ultra D3 and GLSL Shaders 1.46 (or SEUS Shaders 2.00) and dragging all of the files in the GLSL ZIP into the Optifine ZIP. Then put the new Optifine ZIP into the instMods folder inside FTB.
That should get you running.
You might run into a problem with a TextureNM error, this is fixed in 1.6.X but not 1.5.X. Karyonix mentioned he might make the new GLSL 1.6.X Forge ported back to 1.5 for FTB users. For now, either remove incompatible mods (IC2, Railcraft, EnderStorage, maybe others) or go with Optifine 1.5.2 Ultra D2 and GLSL Shaders 1.45.2 by Karyonix.
I tried to install forge for this because that is what you need to install shaders, but when i open forge it doesnt show the verification it shows notepad and the words on it is this NFKJHDVKJCNHZKDJHCJY7UDS879CKJDSCHJ all the way down.. Help Please? D:
Sounds like you are opening the Forge JAR with Notepad, instead of double-clicking it and running it with Java to install it. Then take the Optifine & GLSL JAR files and put them in the new MODS folder that comes up.
Make sure that you are downloading the Forge Installer, not the Forge Universal (this is new with MC 1.6.X).
I have a problem with shaders mod for 1.6.4
The version standard and higher dont work, and light doesnt give shadows.
The mod gave me an error (http://puu.sh/4xzkV.png)
This error is on every version of it.
It's probably new geforce driver bug.
Change timePow = 2.0 in composite.vsh to other value to avoid this problem
or downgrade geforce driver to 306.97.
If you are using 1.6.4 you can't use Optifine yet. Remove it, and the shaders work fine.
Hi since updating to minecraft 1.6.4 I have gotten the Shaders mod to work but not with optifine. (Is it compatible?)
Also I have also noticed that I can see the chunk borders in the water that were not previously there in 1.6.2
Any input would be appreciated.
Thanks Posted Image
NOTE: This is copied off the SEUS/GLSL Shaders Thread
I tried yesterday and it worked, but it wasn't working with Magic Launcher, you Need to use the Manual way with the classic launcher.
ShadersMod works in 1.6.4.
But Optifine 1.6.4 C4 Preview does not work with FML/Forge. You will have to wait for Optifine update.
Unless OF updated their preview release to a final and fixed the issues (because Karyonix couldn't even get OF to boot in 1.6.4 without GLSL -- Forge only).
If you say so, no offense, but I'll wait on Karyonix's word -- or test myself to make sure.
I installed SEUS and got this: and when I zoom in with optifine I get this: What am I doing wrong? (BTW I followed all the recommended steps, u know, optifine settings and forge versions) Edit: Running 1.6.2
What video card are you running in your system?
The latest from AMD is all good.
As for nVidia, anything above 320.49 is problematic -- all the 326 betas, and the 327 whql!
If it is Intel, you need to run Sildur's shaders.
If the problem is still happening, change line 47 in composite.vsh from 'float timePow = 2.0f;' to 'float timePow = 3.0f;' Changing it will get rid of the Invalid Program Composite error or 'white/black screen'.
I used the 1.6.4 optifine Ultra C4 preview + Minecraftforge 880 If you want ill take a screenshot of the optifine menu with in the background shaders EDIT: I put the optifine files in the .jar
Hmm, maybe that's why. Forge is incapable of loading Optifine as a JAR Forge Mod (in the mods folder).
I'm not sure what kind of glitches or problems you may see with OF as a coremod instead of a Forge Mod with GLSL. It wasn't designed to work that way now that 1.6.X came out.
Yeah, i have this lightsaber-bug, too. Kind of annoying.
In addition, if i destroy blocks in a cave, they start to shine like the sun - if they are in line between me and the sun i'm even able to see the sun in those blocks.
I have a question for you all: Does anyone knows how to decrease the CPU-Usage of the Shaders(SEUS)?
My 4770k can do only ~60-80fps with 100%Load to one Core when using the shaders. If i increase the Render-Resolution (wich should only affect GPU-Load imo) the CPU-Load grows even more, resulting in less frames with about the same GPU-Usage.
The only way to get Multi-core support in MC (Java) is to use Optifine at the moment..
What is your GPU usage at all the time?
The new Intel i5/i7's all have an integrated graphics processor in them. If your GPU is always at 30% or less, you may actually be having your MC run off of the Intel graphics -- mind you, I've NEVER seen an Intel GPU run MC at 60FPS unless you're running Sildur's shaders maybe.
Anyways, proper Optifine support isn't working ATM in MC 1.6.4. Optifine doesn't want to load as a Forge Mod, it only works when it's embedded into the JAR itself manually, and we don't know how this affects GLSL yet (waiting on Karyonix to update me).
Is there still no current way to get AA and AF working with this?
The shaders look better than they ever have with v10.0 but there are a number of things that would look much better if AA and AF would work with it.
With AA & AF and without Shaders.
With Shaders and without AA & AF
As you can see, the lower picture has the detail of shaders but the upper picture has the removed jaggie edges & texture lines provided by active AA & AF.
-Everything looks FANTASTIC! except all the character models are black and i cant see any objects in my hand. also, i cant see any of the mobs.
- processor: AMD Quad-Core a6-3650 HD Graphics 2.6 GHz
8GB DDR3 RAM
AMD Radeon HD 6530D
Win7 Home Premium 64-bit
-Describe the shaderpack, GLSL Shaders mod version, and Minecraft version that you are running when encountering this issue. Ive tried all of the versions, but i was assuming that my machine wasnt capable, but they all give me the same issue and all run just as smoothly. shaders mod v 2.0.1 beta 17. my friend helped me with the install step by step cuz he uses the same versions and stuff. also, we are both running MC 1.6.4
I was going to post an issue, but as I read though I found out it's because I upgraded my nvidea. Can someone direct me on how to downgrade or to a ETA on an update that will fix this?
Please Help. this problem usually occors from standard to no blur, my computer cant run any faster than that or else my fps drops to about 5. and not to insult but lite just looks ugly. sometimes when i switch it back to normal makes my player look really f-ed up. but the real problem is the invalid program stuff.
it says
[Shaders] Error : Invalid program gbuffers_textures_lit
[Shaders] Error : Invalid program composite
[Shaders] Error : Invalid program composite1
[Shaders] Error : Invalid program final
[Shaders] Error : Invalid program shadow
Is there still no current way to get AA and AF working with this?
The shaders look better than they ever have with v10.0 but there are a number of things that would look much better if AA and AF would work with it.
With AA & AF and without Shaders.
With Shaders and without AA & AF
As you can see, the lower picture has the detail of shaders but the upper picture has the removed jaggie edges & texture lines provided by active AA & AF.
Anyone know how to get around this?
Increase resolution multiplier.
Move final effect to a new composite pass. Do antialiasing in final pass. OpenGL AF is currently not supported in ShadersMod but you may write your own GLSL software AF in gbuffers*.fsh. You need a programmer to do this.
Optifine MultiCore causes strange bugs, so i have to use the smooth option. I am quite sure that it uses my Graohics-Card. It's the only one with the monitors connected to it^^ And it has ~70% load, depending on the scene.
Hmm, I'm using Multi-Core rendering just fine in MC 1.6.2 on my nVidia/AMD machines. Just like in 1.5.2, you need to make sure that in your nV/AMD Control Panel the option for Threaded Optimization is disabled.
Sounds like it is using your video card just fine..
The thing about the Intel Graphics Balancing, is that even though your monitor is connected to your discrete graphics card, it can still offload. It doesn't sound like it is doing this though.
I can't use Advanced OpenGL though, it causes flickering chunks, and other glitchy problems.
I was going to post an issue, but as I read though I found out it's because I upgraded my nvidea. Can someone direct me on how to downgrade or to a ETA on an update that will fix this?
Easiest way is to use GeForce Experience.
Sonic Ether recommends nVidia driver 306.XX, and Karyonix recommends 314.XX. Anything below (and including) 320.49 seems to work just fine.
As for AMD, use the WHQL 13.4/13.9 or the 13.10 Beta is fine too :).
If you're doing it manually: download the drivers from nvidia.com / amd.com, go into Control Panel -> Programs and Features -> Uninstall all nvidia/amd stuff (DO NOT REMOVE ANYTHING THAT IS CHIPSET OR HARD DRIVE OR SATA/AHCI) -> Then reboot and install the drivers you downloaded.
This changes the color of the torch light to more of a soft-white than yellow:
composite.vsh
//Torchlight color
float torchWhiteBalance = 0.09f; <------ pretty much just this for white
colorTorchlight = vec3(1.00f, 0.18f, 0.00f); <------ If you want to change the actual color completely
colorTorchlight = mix(colorTorchlight, vec3(1.0f), vec3(torchWhiteBalance));
thats what I have that i think gives a good mix between white and yellow
anything past about .12 for white balance is pretty much just white
I'm using Seus v10 ultra DOF.
When i Change my ShadowresMul to above 1.000 I get the following error:
Failed Creating shadow framebuffer! (status 36054)
Also I have also noticed that I can see the chunk borders in the water that were not previously there in 1.6.2
Any input would be appreciated.
Thanks
https://www.dropbox.com/s/judahyp9rhann0f/SEUS v10.0 fixes.docx
Here you go, SEUS with specular mapping in next update, rain and other crap here in dah doc. ;3
Thx, haha, I decided I'd go with the flow and pick out an avvy like most other peeps =-)
Well, in FTB, make sure you are opening both the Optifine 1.5.2 Ultra D3 and GLSL Shaders 1.46 (or SEUS Shaders 2.00) and dragging all of the files in the GLSL ZIP into the Optifine ZIP. Then put the new Optifine ZIP into the instMods folder inside FTB.
That should get you running.
You might run into a problem with a TextureNM error, this is fixed in 1.6.X but not 1.5.X. Karyonix mentioned he might make the new GLSL 1.6.X Forge ported back to 1.5 for FTB users. For now, either remove incompatible mods (IC2, Railcraft, EnderStorage, maybe others) or go with Optifine 1.5.2 Ultra D2 and GLSL Shaders 1.45.2 by Karyonix.
Sounds like you are opening the Forge JAR with Notepad, instead of double-clicking it and running it with Java to install it. Then take the Optifine & GLSL JAR files and put them in the new MODS folder that comes up.
Make sure that you are downloading the Forge Installer, not the Forge Universal (this is new with MC 1.6.X).
GLSL Shaders are not compatible with any nVidia driver over 326, including the new WHQL 327 drivers. You need to stick with 320.49 or older.
Sonic Ether recommends 306.XX and Karyonix recommends 314.XX.
If you are using 1.6.4 you can't use Optifine yet. Remove it, and the shaders work fine.
Hmm, latest posts I read from Karyonix on his thread said that OF for 1.6.4 isn't working. That was the OF 1.6.2 Ultra C4 Preview release.
Unless OF updated their preview release to a final and fixed the issues (because Karyonix couldn't even get OF to boot in 1.6.4 without GLSL -- Forge only).
If you say so, no offense, but I'll wait on Karyonix's word -- or test myself to make sure.
What video card are you running in your system?
The latest from AMD is all good.
As for nVidia, anything above 320.49 is problematic -- all the 326 betas, and the 327 whql!
If it is Intel, you need to run Sildur's shaders.
If the problem is still happening, change line 47 in composite.vsh from 'float timePow = 2.0f;' to 'float timePow = 3.0f;' Changing it will get rid of the Invalid Program Composite error or 'white/black screen'.
Hmm, maybe that's why. Forge is incapable of loading Optifine as a JAR Forge Mod (in the mods folder).
I'm not sure what kind of glitches or problems you may see with OF as a coremod instead of a Forge Mod with GLSL. It wasn't designed to work that way now that 1.6.X came out.
That would have to be a question for Karyonix..
The only way to get Multi-core support in MC (Java) is to use Optifine at the moment..
What is your GPU usage at all the time?
The new Intel i5/i7's all have an integrated graphics processor in them. If your GPU is always at 30% or less, you may actually be having your MC run off of the Intel graphics -- mind you, I've NEVER seen an Intel GPU run MC at 60FPS unless you're running Sildur's shaders maybe.
Anyways, proper Optifine support isn't working ATM in MC 1.6.4. Optifine doesn't want to load as a Forge Mod, it only works when it's embedded into the JAR itself manually, and we don't know how this affects GLSL yet (waiting on Karyonix to update me).
The shaders look better than they ever have with v10.0 but there are a number of things that would look much better if AA and AF would work with it.
With AA & AF and without Shaders.
With Shaders and without AA & AF
As you can see, the lower picture has the detail of shaders but the upper picture has the removed jaggie edges & texture lines provided by active AA & AF.
Anyone know how to get around this?
- processor: AMD Quad-Core a6-3650 HD Graphics 2.6 GHz
8GB DDR3 RAM
AMD Radeon HD 6530D
Win7 Home Premium 64-bit
-Describe the shaderpack, GLSL Shaders mod version, and Minecraft version that you are running when encountering this issue. Ive tried all of the versions, but i was assuming that my machine wasnt capable, but they all give me the same issue and all run just as smoothly. shaders mod v 2.0.1 beta 17. my friend helped me with the install step by step cuz he uses the same versions and stuff. also, we are both running MC 1.6.4
Please help me the best you can!!
it says
[Shaders] Error : Invalid program gbuffers_textures_lit
[Shaders] Error : Invalid program composite
[Shaders] Error : Invalid program composite1
[Shaders] Error : Invalid program final
[Shaders] Error : Invalid program shadow
http://gyazo.com/a314bb746a55744fc112b150825a3729
Here is the exact same screenshot without any shaders running
http://gyazo.com/c851cc12c51cd0e5b399a96b44b4cf9a
I'm running an i5 Intel and a GTX 650ti BOOST on Windows8 Pro 64bit
Any help?
Move final effect to a new composite pass. Do antialiasing in final pass. OpenGL AF is currently not supported in ShadersMod but you may write your own GLSL software AF in gbuffers*.fsh. You need a programmer to do this.
Hmm, I'm using Multi-Core rendering just fine in MC 1.6.2 on my nVidia/AMD machines. Just like in 1.5.2, you need to make sure that in your nV/AMD Control Panel the option for Threaded Optimization is disabled.
Sounds like it is using your video card just fine..
The thing about the Intel Graphics Balancing, is that even though your monitor is connected to your discrete graphics card, it can still offload. It doesn't sound like it is doing this though.
I can't use Advanced OpenGL though, it causes flickering chunks, and other glitchy problems.
Easiest way is to use GeForce Experience.
Sonic Ether recommends nVidia driver 306.XX, and Karyonix recommends 314.XX. Anything below (and including) 320.49 seems to work just fine.
As for AMD, use the WHQL 13.4/13.9 or the 13.10 Beta is fine too :).
If you're doing it manually: download the drivers from nvidia.com / amd.com, go into Control Panel -> Programs and Features -> Uninstall all nvidia/amd stuff (DO NOT REMOVE ANYTHING THAT IS CHIPSET OR HARD DRIVE OR SATA/AHCI) -> Then reboot and install the drivers you downloaded.
Make sure you aren't running any of the 326 betas or the 327 WHQL drivers.
You need to make the following changes:
Looks like someone either needs to flip timepow from 2.0f to 3.0f, or downgrade their video driver from 326/327 to 320.49..