If you could sp614x, could you expand a little more on the "Tips and Tricks" section of the original post? Specifically number 4. I've seen so many different things said about memory allocation. Screenshots of people running 256p textures packs with 256M allocated memory. Other people saying they just get the "Out of Memory" screen with that low allocated. Etc and so on. I figure if anyone can clear this up it's the OptiFine author.
I personally use this:
"C:\Program Files\Java\jre7\bin\javaw.exe" -Xincgc -Xmx768M -Xms768M -jar
And put it in the Target field of a shortcut to the Minecraft launcher. The Minecraft location after.
I use different resolution texture packs but nothing over 64p. However, when I check Windows Task Manager, javaw.exe is using a lot of memory (~970K) when I use a 64p pack on FAR. I haven't checked lower res packs but that seems quite high. Meanwhile, Minecraft's F3 screen says "used memory ~35% of 755M". It's quite confusing. I'm guessing the memory the game uses is independent of the memory java uses.
Before I added the line to the shortcut, I frequently get the "Out of Memory" screen when the game was generating new terrain. If I sat in the same area, no problems. It was the more complex terrain covered in the large trees that usually did it.
Anydangway, I'm sure a few others would like to hear your thoughts on this as well if you have the time.
The amazing HomelessJoe over at reddit has posted a patch to allow OptiFine and Water shader to work together - View Thread
Basically, delete META-INF, install modloader, then install optifine E, then install water shader, then install his patch. Works perfectly.
I just looked at his thread. He apparently also re-packaged it so that it will work fine with the Multi-Threaded G Version of OptiFine:
Quote from HomelessJoe »
UPDATE!!! Now with multi-threading!
Someone asked if you could use OptiFine and the Water Shader Mod together, so I made a patch for them. I figured I'd share it for anyone interested.
This is for 1.7.3. The installation directions are in the README.txt. Use OptiFine 1.7.3_HD_MT_G2.
WaterShader_OptiFineMT_Patch.zip
Someone did have a problem but then ...
Quote from HomelessJoe »
It's a problem with the multi-theaded OptiFine. The tesselator's constructor was private, and so OptiFines UpdateThread can't call it. I just finished the new patch and I'm repacking it and about uploading it in a second.
EDIT:He also said that he will be trying to contact sp614x so he can give him the source code and it can then maybe be implemented directly in OptiFine I believe he was talking about contacting the Water Shader creator about implementing compatibility that way:
Quote from HomelessJoe »
Yeah, I'll try to send my source to him. The problem is, the code is pretty entwined, so you either have to have OptiFine, or you can't. He'd have to update it when he updates and when OptiFine updates. Anyway, it's his decision to make. I'll definitely message him.
It'd be cool if sp614x could get a hold of the source code and use it to implement compatibility. :cool.gif:
The Water Shader mod is quite complex to support, more complex than GLSL.
For GLSL I have an approximate idea how to add support, at least for some of the shaders.
The Water Shader will need additional rendering passes, which is much more complex.
It needs to render the whole scene again for the reflection => FPS/2.
Currently it supports one reflecting level, if it adds support for several reflecting levels, it will need to render everything several times => FPS/n. It also has conflicts with Advanced Open GL and frustum culling.
I also think that it can not reflect waterfalls (without even more rendering passes), can someone check this?
Currently a support is not planned, but the idea is nice. I might add a realistic water shader some day which simulates the water movements and distortions without the reflections.
Thanks for replying quickly. Your pack is AWESOME! But I's also like to know if the problem with the Aether items showing up as water textures will be addressed in the future. It's no biggy, and I can wait.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Thanks for replying quickly. Your pack is AWESOME! But I's also like to know if the problem with the Aether items showing up as water textures will be addressed in the future. It's no biggy, and I can wait.
Yes, it will be fixed, probably somewhere around the 1.8 version.
Just wondering, how is forge compatibility coming along?
Rollback Post to RevisionRollBack
Playing since Beta 1.3_01. Yeah. I like BTW. Or used to. Still do. Stuff Technic. (Back in the day...)
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*
If you could sp614x, could you expand a little more on the "Tips and Tricks" section of the original post? Specifically number 4. I've seen so many different things said about memory allocation. Screenshots of people running 256p textures packs with 256M allocated memory. Other people saying they just get the "Out of Memory" screen with that low allocated. Etc and so on. I figure if anyone can clear this up it's the OptiFine author.
The point 4 of the Tips & Tricks is saying that when Java is limited to the amount of memory that it really needs, it will usually perform better and be less likely to get lag from swapping memory to disk.
One thing that is clear about the memory usage is that it varies, a lot.
The amount of memory that Minecraft needs is not predefined. It depends on many factors:
Java version (32bit or 64bit) - 64 bit versions need more memory, this may be up to 2x.
which mods are installed (and how they work) - the bigger mods (Aether) use more memory, but also a very small mod may need a lot of memory. It all depends on the mod and how it works.
texture pack - HD texture packs usually need more memory, however even 16x textures may use a lot of memory if having huge custom animations (water, lava, etc).
render distance - bigger render distances need more memory, FarView even quite more.
graphics options - disabling animations helps with memory usage
The example that I give (256M) works for me with vanilla Minecraft, no mods, 32bit Java and default texture pack.
How to find which is the optimal memory limit?
Start Minecraft and notice how the "Used memory" varies. It will follow a simple pattern:
A. Grow slowly for some time.
B. Fall down to a lower value and start climbing again.
The value to which it falls is the memory that Minecraft really needs. The memory limit should be 1.5x to 2x this value.
For vanilla MC with OptiFine AA the memory usage varies between 100 and 140 MB, so 256 MB limit is a safe bet.
When using a lot of mods, Water Shaders and 256x textures the memory usage could be much higher and the limit should be set accordingly.
One thing to keep in mind is that if the operating system does not have so much memory free as the limit is (plus JVM native memory) it will start at some point to swap memory to disk, and this will lead to lots of lag. The disk is very slow compared to memory.
I use different resolution texture packs but nothing over 64p. However, when I check Windows Task Manager, javaw.exe is using a lot of memory (~970K) when I use a 64p pack on FAR. I haven't checked lower res packs but that seems quite high. Meanwhile, Minecraft's F3 screen says "used memory ~35% of 755M". It's quite confusing. I'm guessing the memory the game uses is independent of the memory java uses.
The debug screen shows the memory that Minecraft can use (Java memory), the Java Virtual Machine itself needs some additional memory in order to work (native memory), it depends on the operating system, jvm version and other factors. The additional native memory could be as much as 50% of the Java memory (or even more).
The TaskManager is lying about the memory usage (not on purpose :smile.gif:). To test it, open TaskManager with Minecraft running, check memory usage, minimize Minecraft and check memory usage again. The value will be much lower and of course minimizing MC does not free any memory at all. The problem is that when using shared libraries (DLL-s) it is not possible to find the exact memory usage as it is distributed between the programs which use the DLL-s. So the value reported by TaskMemory should only be seen as very, very approximate.
Before I added the line to the shortcut, I frequently get the "Out of Memory" screen when the game was generating new terrain. If I sat in the same area, no problems. It was the more complex terrain covered in the large trees that usually did it.
The real memory usage can only by found by experimenting.
I love the mod, but hate the site that it is hosted on. There were literally 3 different buttons that said "Download;" I had no idea which one was the actual download. At least it forced me to install ad block on this computer...
I love the mod, but hate the site that it is hosted on. There were literally 3 different buttons that said "Download;" I had no idea which one was the actual download. At least it forced me to install ad block on this computer...
Do you mean adfly? I think it generates income for the mod makers. The trick is to just watch the upper-right hand portion of your screen for the skip button.
I have a fairly nice computer (Dual core, 3 GHz, 8 GB of ram, two one terabyte hard drives.) But the Yogbox runs noticeably slower, so a friend reconfigured I get this, so I did. This is amazing! I'll use this even when I'm not running the Yogbox. The ability to turn off clouds, weather, and increase the render distance are awesome. Although it didn't fix the main reason why I downloaded it: For some reason my FPS started dropping from 90 to literally zero every ten seconds, that's probably a bug with the Yogbox.
tl;dr:
Even if you have a really fast computer, you should get this because it let's you turn off clouds. weather, and other annoying things.
I have been trying to get OptiFine 1.7.3_HD_MT_G2 to work, but every time I try to load a world Minecraft gets a blue tinge at the "Saving Chunks" screen. I have made sure to double check that I deleted the META INF folder.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 9/2/11 3:33 PM
Minecraft: Minecraft Beta 1.7.3
OS: Windows 7 (x86) version 6.1
Java: 1.7.0, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: Radeon X300/X550/X1050 Series (Microsoft Corporation - WDDM) version 2.1.8545 Release, ATI Technologies Inc.
java.lang.RuntimeException: org.lwjgl.LWJGLException: Could not create context (WGL_ARB_create_context)
at Config.createUpdateThread(Config.java:1000)
at n.a(RenderGlobal.java:1279)
at px.a(EntityRenderer.java:753)
at px.b(EntityRenderer.java:575)
at net.minecraft.client.Minecraft.run(SourceFile:781)
at java.lang.Thread.run(Unknown Source)
Caused by: org.lwjgl.LWJGLException: Could not create context (WGL_ARB_create_context)
at org.lwjgl.opengl.WindowsContextImplementation.nCreate(Native Method)
at org.lwjgl.opengl.WindowsContextImplementation.create(WindowsContextImplementation.java:50)
at org.lwjgl.opengl.Context.<init>(Context.java:120)
at org.lwjgl.opengl.Pbuffer.<init>(Pbuffer.java:238)
at org.lwjgl.opengl.Pbuffer.<init>(Pbuffer.java:200)
at org.lwjgl.opengl.Pbuffer.<init>(Pbuffer.java:176)
at Config.createUpdateThread(Config.java:992)
... 5 more
--- END ERROR REPORT 4e5f38f0 ----------
Install without the sj.class
Why? Because somehow, chat colors are part of HD Fonts.
I personally use this:
"C:\Program Files\Java\jre7\bin\javaw.exe" -Xincgc -Xmx768M -Xms768M -jar
And put it in the Target field of a shortcut to the Minecraft launcher. The Minecraft location after.
I use different resolution texture packs but nothing over 64p. However, when I check Windows Task Manager, javaw.exe is using a lot of memory (~970K) when I use a 64p pack on FAR. I haven't checked lower res packs but that seems quite high. Meanwhile, Minecraft's F3 screen says "used memory ~35% of 755M". It's quite confusing. I'm guessing the memory the game uses is independent of the memory java uses.
Before I added the line to the shortcut, I frequently get the "Out of Memory" screen when the game was generating new terrain. If I sat in the same area, no problems. It was the more complex terrain covered in the large trees that usually did it.
Anydangway, I'm sure a few others would like to hear your thoughts on this as well if you have the time.
Basically, delete META-INF, install modloader, then install optifine E, then install water shader, then install his patch. Works perfectly.
Actually it works with G now, the MT version or not. It's pretty neat, too bad my performance takes such a mighty hit with it active.
I just looked at his thread. He apparently also re-packaged it so that it will work fine with the Multi-Threaded G Version of OptiFine:
Someone did have a problem but then ...
EDIT:
He also said that he will be trying to contact sp614x so he can give him the source code and it can then maybe be implemented directly in OptiFineI believe he was talking about contacting the Water Shader creator about implementing compatibility that way:It'd be cool if sp614x could get a hold of the source code and use it to implement compatibility. :cool.gif:
~ iiiHuman ~
Thanks for replying quickly. Your pack is AWESOME! But I's also like to know if the problem with the Aether items showing up as water textures will be addressed in the future. It's no biggy, and I can wait.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Yes, it will be fixed, probably somewhere around the 1.8 version.
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*
Sweet, thanks man.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
The point 4 of the Tips & Tricks is saying that when Java is limited to the amount of memory that it really needs, it will usually perform better and be less likely to get lag from swapping memory to disk.
One thing that is clear about the memory usage is that it varies, a lot.
The amount of memory that Minecraft needs is not predefined. It depends on many factors:
How to find which is the optimal memory limit?
Start Minecraft and notice how the "Used memory" varies. It will follow a simple pattern:
A. Grow slowly for some time.
B. Fall down to a lower value and start climbing again.
The value to which it falls is the memory that Minecraft really needs. The memory limit should be 1.5x to 2x this value.
For vanilla MC with OptiFine AA the memory usage varies between 100 and 140 MB, so 256 MB limit is a safe bet.
When using a lot of mods, Water Shaders and 256x textures the memory usage could be much higher and the limit should be set accordingly.
One thing to keep in mind is that if the operating system does not have so much memory free as the limit is (plus JVM native memory) it will start at some point to swap memory to disk, and this will lead to lots of lag. The disk is very slow compared to memory.
The debug screen shows the memory that Minecraft can use (Java memory), the Java Virtual Machine itself needs some additional memory in order to work (native memory), it depends on the operating system, jvm version and other factors. The additional native memory could be as much as 50% of the Java memory (or even more).
The TaskManager is lying about the memory usage (not on purpose :smile.gif:). To test it, open TaskManager with Minecraft running, check memory usage, minimize Minecraft and check memory usage again. The value will be much lower and of course minimizing MC does not free any memory at all. The problem is that when using shared libraries (DLL-s) it is not possible to find the exact memory usage as it is distributed between the programs which use the DLL-s. So the value reported by TaskMemory should only be seen as very, very approximate.
The real memory usage can only by found by experimenting.
:]
Do you mean adfly? I think it generates income for the mod makers. The trick is to just watch the upper-right hand portion of your screen for the skip button.
tl;dr:
Even if you have a really fast computer, you should get this because it let's you turn off clouds. weather, and other annoying things.
Generated 9/2/11 3:33 PM
Minecraft: Minecraft Beta 1.7.3
OS: Windows 7 (x86) version 6.1
Java: 1.7.0, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: Radeon X300/X550/X1050 Series (Microsoft Corporation - WDDM) version 2.1.8545 Release, ATI Technologies Inc.
java.lang.RuntimeException: org.lwjgl.LWJGLException: Could not create context (WGL_ARB_create_context)
at Config.createUpdateThread(Config.java:1000)
at n.a(RenderGlobal.java:1279)
at px.a(EntityRenderer.java:753)
at px.b(EntityRenderer.java:575)
at net.minecraft.client.Minecraft.run(SourceFile:781)
at java.lang.Thread.run(Unknown Source)
Caused by: org.lwjgl.LWJGLException: Could not create context (WGL_ARB_create_context)
at org.lwjgl.opengl.WindowsContextImplementation.nCreate(Native Method)
at org.lwjgl.opengl.WindowsContextImplementation.create(WindowsContextImplementation.java:50)
at org.lwjgl.opengl.Context.<init>(Context.java:120)
at org.lwjgl.opengl.Pbuffer.<init>(Pbuffer.java:238)
at org.lwjgl.opengl.Pbuffer.<init>(Pbuffer.java:200)
at org.lwjgl.opengl.Pbuffer.<init>(Pbuffer.java:176)
at Config.createUpdateThread(Config.java:992)
... 5 more
--- END ERROR REPORT 4e5f38f0 ----------
Install Optifine without sj.class
Edit: FIXED. I had changed the coloration of my font png. That was the problem.
My mojang.png is currently sort of screwed up. Half of it is smeared. Anybody know the problem?
-Nicolas Negroponte
Integrated graphics cards have that problem if I'm not mistakenly correct.