1.7.10 Optimisation

OptiFine HD A4 (FPS Boost, HD Textures, AA, AF and much more)

Poll: FPS increase with OptiFine

FPS increase with OptiFine - Single Choice

  • 0% 6.5%
  • 10% 7.1%
  • 25% 9.3%
  • 50% 18.1%
  • 100% 18%
  • 200%+ 41.1%
  • #28564
    I tried Optifine B6, but my average fps was about 3 times lower than it was on B5, this is on a Sapphire HD6870, using these drivers http://support.amd.c...L42BetaWin.aspx , catalyst 13.1 gave me terrible desktop glitches and problems in chrome so I ended up using those.

    Not sure what's going on, or why B6 is way slower than B5 for me
    Last edited by MCFUser405752: 1/27/2013 12:11:40 PM

    Click on the image to visit my Soundcloud profile!
  • #28565
    Hi,

    it seems that Forge Build 507 and above are using a changed bdz.class causing server side crashes upon loading a world.
    Unfortunately there are some mods that depend on Forge Build 507 and above (for example Buildcraft 3.4.2)...
    Could you check this out, please?
  • #28566
    Quote from strikee

    there is a litlle thing here, we all know that the recommended forge is 497, but alot of mods are using 507 now, for example, new version of BC or extra bees requires forge 507, i know that OF will update sometime, but dont you hate when this awesome mod add new optional options or fix "dyed armor" instead of making it compatible with lasts forge? i use 50+ mods and this is the only mod who force me to use older forge, consequently, preventing me from updating all the others


    That's great that those mods are keeping up with the development of Forge but I don't see how that's any fault of the development progress of OptiFine. Maybe if those modders were to make sure that their mod was still capable of being able to run on a version that has been approved for public consumption this would not be an issue. Maybe your requests should be aimed at these 50+ mods you speak of instead of "the only one" that's sticking to the correct order of development.

    No, I do not hate it when current issues are fixed in the order they were intended. If you do not understand that using testing/unstable versions of a program come with the price of instability then I can see your point. Otherwise you should have more respect for the overall development process.

    How is stable considered "old"? Especially when it hasn't even been a month since it's release.
  • #28567
    Quote from sp614x

    I have never seen such menu flashing.
    This does not look like vanilla. Which mods are installed?

    There Russian language and button added by me in MCP.

    Installed mods: FML (Forge), Custom Stuff 2*, More Furnaces*, Rei's Minimap, Railcraft*, Macro KeyBind (with LiteLoader) and TooManyItems.

    * - Installed in mods folder.
    The mods that I use:
    Custom Stuff 2, More Furnaces, Railcraft, Macro KeyBind, WorldEdit CUI, FML, OptiFine HD, Rei's Minimap, TMI.
  • #28568
    So I'm working on a map thats on a Superflat world. I download B6 Ultra because the previous version would make some blocks invisible when on normal + renders. I get a new jar, close MC. Delete metainf, install optifine, close MC. Open up my map on a superflat world, it crashes. Other worlds are fine though. So I thought, "Hey, I'll just make a new world!" World tick crashes. Open minecraft, Open the world, all fine and dandy. "Finally!" Open inventory, it fking crashes.

    Does anyone else have this problem?


    Ok, must be my fault. I had A3 in Magic Launcher active :l
    Last edited by Olangotang: 1/27/2013 2:58:53 PM
  • #28569
    If at all possible I was wondering if this mod can somehow be integrated with Better Skies. I want to be able to change my sky with my own texture and do not like using MC Patcher (specially since I can't use Optifine with Mc Patcher).
  • #28570
    Anybody having an issue with dyed leather armor always appearing white in the inventory and during crafting? It's fine when worn. I noticed that some people have reported it as a minecraft bug, but they seemed to indicate that it's an optifine bug. Still occurring in the latest version.
  • #28571
    Does anyone know if there is a optifine for snapshot 12w04a?
    Almost 500 subscribers (465) http://www.youtube.com/user/xjtdesign
  • #28572
    when i installed optifine i tried to load a world and it wouldn't load Please help
  • #28573
    Why can't i use shaders with the Optifine HD B6 and Optifine is not really increasing my FPS but still 6 Diamonds.
    Enderassassin123
  • #28574
    Is there a reason as to why all of the download links on your website are broken, and just lead me on an adfly loop? Everything redirects to the first page.
  • #28575
    Quote from Darxler

    Is there a reason as to why all of the download links on your website are broken, and just lead me on an adfly loop? Everything redirects to the first page.

    There is no "loop". Go through the adfly page, then click on "Download OptiFine_1.4.6_HD_U_B6.zip". Do not click on the "Downloads" menu item.
    Last edited by LaBucherie: 1/27/2013 5:11:09 PM
  • #28576

    when i installed optifine i tried to load a world and it wouldn't load Please help

    you must use Forge version 6.6.0.499 if you are using the most recent version of Optifine


    A double resolution resource pack that stays faithful to the original Minecraft textures.
  • #28577
    I love optifine!
  • #28578
    Quote from eshep

    That's great that those mods are keeping up with the development of Forge but I don't see how that's any fault of the development progress of OptiFine. Maybe if those modders were to make sure that their mod was still capable of being able to run on a version that has been approved for public consumption this would not be an issue. Maybe your requests should be aimed at these 50+ mods you speak of instead of "the only one" that's sticking to the correct order of development.

    there isnt a specific fault from OF team, but they could do better, maybe integrating a little their code with forge? the last dozens of pages here are all complaining about the compatibility. Forge update just one version and most of times this is enough to break optifine. Ok, i get it, we must keep with the recommended version, but if another mod release a new version, we "must"/want use it, and here enter what i said, today BC release a new version, i could just update it and use the forge required, tomorrow forestry update, the same thing, the day after tomorrow, IC2, the same thing,... but i cant do any of those because OF only release versions that are compatible only with the recommended forge, and even the newest versions of optifine dont touch in that compatibility problem. In other words, i can't play 50 mods because optifine, instead of updating their forge compatiblity more frequently, they are using their time to fix "dyed armor"
    They are doing their part releasing a version to recommended forge, but this is the minimum thing to do. If there is a way to do better like everyone else are doing, why not? :)

    *1 month and 20 new releases are enough to consider 497 old
  • #28579
    As a programmer, I side with the "release with the stable build" routine. Growling at the mods that don't update will not help, and the general opinion of these forums has always been that you don't beg for updates. That is rude.

    We play with 60+ mods, and BC and Forestry are the only ones who are pushing that build of Forge. While sad that BC and Forestry decided to update to an incompatible build of Forge, even Forge people don't recommend it. They make it hard to get those latest builds on purpose, and only recommend you use them to make sure the bug you are reporting hasn't already been fixed on the latest build. Confusing for the general user, but sane.

    Our server just won't update until forge does. The new shinies in the latest updates will wait, after all. They won't leave.
  • #28580
    How can I get blocks 2402 - 2402:7 and 4094 - 4094:2 to be recognized? I'm sorry if this has been covered I've been scouring the forums for a solution and everything I find is from last year or a lot older..

    excerpt from my optifog.log:

    Block palette: palette.block./misc/stonecolor.png = 1 14 15 16 21 56 73 74 97:0 129 2402 4094
    Loading custom colors: /misc/stonecolor.png
    Invalid block index: 2402 in palette: palette.block./misc/stonecolor.png
    Invalid block index: 4094 in palette: palette.block./misc/stonecolor.png
    Last edited by Theutus: 1/27/2013 7:45:54 PM
  • #28581
    Quote from sp614x

    Most probably there is a chunk in 12 block radius that is constantly updating.
    When the mouse button is pressed OptiFine switches to classic update mode for the chunks which are near the player (radius 12 blocks). This is to avoid texture flicker when placing or removing blocks. The chunks further than 16 blocks are still updated multi-core.
    Version B6 should behave better when updating near chunks.


    So here is an interesting question for you:

    Some mods -- and "Grey Goo" and "Mystcraft" are the two that come to mind right away -- generate very large numbers of blocks that generate constant block updates/alterations on each tick.

    For Mystcraft, I get much better performance in such cases with optifine disabled, and using vanilla render code.

    Is there any chance of a "high-update" mode for optifine? I have no problem if this is a switch that I have to manually turn on in video settings; better would be if OF could detect the large number of chunks that constantly need updating.
    My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce
    ** NEW: FtB "Magic Farm", performance testing and java flags.
    My main world: http://www.minecraft...ts-play-series/
    "Wait, an update?! Geez, I didn't know we skipped Easter and went straight to Christmas."
  • #28582
    Still wondering why I'm getting the problem involving signs not located...
  • #28583
    Quote from Keybounce

    So here is an interesting question for you:

    Some mods -- and "Grey Goo" and "Mystcraft" are the two that come to mind right away -- generate very large numbers of blocks that generate constant block updates/alterations on each tick.

    For Mystcraft, I get much better performance in such cases with optifine disabled, and using vanilla render code.

    Is there any chance of a "high-update" mode for optifine? I have no problem if this is a switch that I have to manually turn on in video settings; better would be if OF could detect the large number of chunks that constantly need updating.

    There's a setting in Performance section of Video Settings called "Chunk updates per frame". It is 1 by default, you can increase it up to 5. If it doesn't help my suggestion is to just run without OptiFine if your game performs just fine without it. I mean, the whole point is to make systems that struggle to run Minecraft properly to run it better.
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