I have a question about the chunk-per-frame loading cap. Previously you said that the MT version was capped at 10 chunk updates per frame, and I see that this has been increased to 15 in the experimental AA version. I see that there being chunk updates substantially affects the framerate but I'm not sure how that would change when there are more chunks being updated in the same timeframe. It seems to me that when I'm hitting the cap at both 10 and 15 updates/frame that it could easily be increased.
Am I correct in thinking you're dealing with a trade-off of sorts? More chunk updates per frame may result in a performance loss, but at the same time the world will be finished loading more quickly, so you'd be dealing with an initially low framerate that improves after a short while, after which there would be no more chunks loaded for a while, especially if preloaded chunks are enabled.
If it's at all possible I'd like an option for an uncapped updates/chunk rate. I'd be more happy to wait a short while for the world to finish loading if it gets me a high framerate afterwards.
Also, here's an example of the fire texture bug on default textures:
Only if you do it wrong, I installed even the Forge 1.0.3 patch with it and it worked like when I did it manually. All you need to do is order the mods correctly.
You will find that certain classes shared by both mods will get overwritten by the last mod installed, this will make certain features cease to function.
For 99% of people using these mods, they will not understand, or have the patience to try 50 different combinations and orders of mods to get them working. (See threads with "UPDATEZ NAO!!" comments)
So instead of saying "Yes it works with everything! (but only in one exact order, which can change)" then having 100s of people complaining. It is safer to say that most mods that use the same classes will cause issues.
in cmd in the jre7 folder, it says it can't find or load the class at the .minecraft directory, but is able to in the jre6 folder. I read the instructions given here to get the error report, as well, since minecraft closes before giving me a chance to read what happened.
JRE 7 is installed correctly for me, after checking it in cmd.
i tried to use optifine smooth and mcpatcher and it makes black screen....is it that i cant have mcpatcher stuff and optifine at the same time?
Whatever you do, DO NOT check the "HD Fonts", "HD Textures", and "Better Grass" in McPacther. Why? Because Optifine already has those things.
Unless if you just want to install the mod like any other, don't use MCPatcher.
sounds to me like you're having two javas now which is a bad idea as you may have noticed. Try disabling or removing 6 if you don't need it anymore, I got java 7 too in hopes of better performance (before trying OF) and it didn't help but I stayed with it since it would be updated to that sooner or later anyways so I just disabled 6. Alternatively could you give it the full path to the java.exe of 7, maybe that helps.
Yeah, I found out having two javas is bad. I uninstalled 6, but it still has trouble with finding/loading the main class for Minecraft. It didn't seem to have a problem with version 6, so I'm not sure what's going on with 7.
I booted up cmd in the directory C:\Program Files (x86)\Java\jre7\bin when I ran the command
EDIT: Okay, the error goes like this:
Error: could not find or load main class C:\Users\Admin\AppData\Roaming\.minecraft\bin\lwjgl.jar
when I run the command that I listed above. Minecraft still runs fine when I use a fresh jar, so it's not conflicting with Minecraft itself, just prevents me from executing it from cmd and finding the error report.
So there's something wrong with that particular jar [lwjgl], it seems, but I don't know what it is and why it's having problems.
For Anyone who uses Minecraft Forge:
Optifine is incompatible to MCForge's texture override. So basically some blocks will be messed up.
Hope you can fix this.
Alright, now we're getting somewhere! That new cmd seems to work.
Mods loaded: 1
ModLoader Beta 1.7.3
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT e9df3db --------
Generated 8/30/11 5:56 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: AMD Radeon HD 6550M version 4.0.10151 Compatibility Profile Context, ATI Technologies Inc.
java.lang.UnsupportedClassVersionError: mod_WeaponMod : Unsupported major.minor version 8242.8224
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:267)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 43145652 ----------
Hmm, looks like the same error as before.
EDIT: I think I found out the problem; the mod itself isn't working right for me, I will probably have to re-download it. Thanks for the help, though Bloodyrain.
Am I correct in thinking you're dealing with a trade-off of sorts? More chunk updates per frame may result in a performance loss, but at the same time the world will be finished loading more quickly, so you'd be dealing with an initially low framerate that improves after a short while, after which there would be no more chunks loaded for a while, especially if preloaded chunks are enabled.
If it's at all possible I'd like an option for an uncapped updates/chunk rate. I'd be more happy to wait a short while for the world to finish loading if it gets me a high framerate afterwards.
Also, here's an example of the fire texture bug on default textures:
Uncapped updates per frame are easy to add, but there could be nasty side effects when the update queue gets longer than 10 chunks. For example: updates caused by user actions may get delayed because the new update goes at the end of the queue and has to wait until all other updateds are processed. The other updates in the queue are general world loading and may wait, but it is hard (will require changing other classes) to find which update is caused by the user and which is general world loading. Curently the updates which are near the player are prioritized to avoid waiting in the queue, but some user actions may affect far chunks (redstone) so the delay will be visible.
Having too high updates per frame means that not only at the start the FPS is low, but also later when moving around there will be sporadic lag storms. It could only work in combination with preloaded chunks.
Thought I should repost this for some reason haha :tongue.gif:
Hey, I made a crappy little support banner
Also, seeing how you're still updating and adding new awesome things like the clear water, I have a suggestion for a possible future feature? Some 3D grass option like in AdventureCraft would be awesome. If you don't know what that is, it's basically like WildGrass only smaller and with only 2 variations in height.
OptiFine currently does not have fine control over which AA implementation is to be used, it can only set 16x AA.
The graphic driver has several choices. For example nVidia has multisampling (MSAA), supersampling (SSAA) and coverage sampling (CSAA). The power of 2 values (4x and 16x) are usually used for the higher quality versions, which are slower. The other values (8x, 12x or 24x) may be used for faster lower quality versions or the number of stencil samples is used to decide which version is to be used.
You see the FPS drop because for 16x the driver is using a higher quality, slower AA. The 8x or 12x could be faster.
I am still looking how to control which AA is to be used.
Interesting read. I tried all the different settings available with the forced AA just out of interest.
8x: ~98 FPS, a minuscule amount lower quality than 16xQ CSAA
8x CSAA: ~138 FPS, a bit lower quality although only really noticeable in screenshots
16x CSAA: ~142 FPS, almost identical looking to 8x CSAA, maybe a tiny bit lower quality
16xQ CSAA: ~98 FPS, a minuscule amount lower quality than 32x CSAA
32x CSAA: ~97 FPS, the best looking of them all, but you wouldn't even notice the difference between this and 8x or 16xQ CSAA without having the screenshots open and switching between them in comparison.
Personally I think 8x CSAA is the best trade-off between quality and framerate. I also have the screenshots from each of those tests, but my internet is capped at the moment so I won't upload them unless you really want them.
Hey i have a question is this forge compatible? the reason i ask is because i wanted to install better than wolves mod and they decided to join the forge mod group http://www.minecraftforum.net/topic/514000-api-minecraft-forge/ and there was a couple of people there including myself who can't get optifine to work with forge that's why i am asking if this is forge compatible?
Just wondering if my report on the water texture appearing in place of mod items was of any use, sp614x, or if you need me to provide more information. :smile.gif: I understand you're busy, I just wanted to make sure you saw my report. Thanks!
hey tried using the optifine for the dual core, got this error report:
--- BEGIN ERROR REPORT 2839c7ed --------
Generated 8/31/11 1:57 AM
Minecraft: Minecraft Beta 1.7.3
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_25, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon 3100 Graphics version 2.1.8664, 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 EntityRendererProxy.b(EntityRendererProxy.java:14)
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)
... 6 more
--- END ERROR REPORT dae17d9 ----------
Rollback Post to RevisionRollBack
The Reaper of Deth has come to judge everyone.
He has seen you, and he doesn't like what he sees...
Am I correct in thinking you're dealing with a trade-off of sorts? More chunk updates per frame may result in a performance loss, but at the same time the world will be finished loading more quickly, so you'd be dealing with an initially low framerate that improves after a short while, after which there would be no more chunks loaded for a while, especially if preloaded chunks are enabled.
If it's at all possible I'd like an option for an uncapped updates/chunk rate. I'd be more happy to wait a short while for the world to finish loading if it gets me a high framerate afterwards.
Also, here's an example of the fire texture bug on default textures:
You will find that certain classes shared by both mods will get overwritten by the last mod installed, this will make certain features cease to function.
For 99% of people using these mods, they will not understand, or have the patience to try 50 different combinations and orders of mods to get them working. (See threads with "UPDATEZ NAO!!" comments)
So instead of saying "Yes it works with everything! (but only in one exact order, which can change)" then having 100s of people complaining. It is safer to say that most mods that use the same classes will cause issues.
It is all a matter of simplicity.
Okay, so I downloaded the JRE version 7, but minecraft is still reading it in version 6, as when I try to run the command in cmd in the jre7 folder, it says it can't find or load the class at the .minecraft directory, but is able to in the jre6 folder. I read the instructions given here to get the error report, as well, since minecraft closes before giving me a chance to read what happened.
JRE 7 is installed correctly for me, after checking it in cmd.
All other Java versions are uninstalled.
Install the mod without the sj.class if you want colorful chat colors.
Whatever you do, DO NOT check the "HD Fonts", "HD Textures", and "Better Grass" in McPacther. Why? Because Optifine already has those things.
Unless if you just want to install the mod like any other, don't use MCPatcher.
Yeah, I found out having two javas is bad. I uninstalled 6, but it still has trouble with finding/loading the main class for Minecraft. It didn't seem to have a problem with version 6, so I'm not sure what's going on with 7.
I booted up cmd in the directory C:\Program Files (x86)\Java\jre7\bin when I ran the command
EDIT: Okay, the error goes like this:
when I run the command that I listed above. Minecraft still runs fine when I use a fresh jar, so it's not conflicting with Minecraft itself, just prevents me from executing it from cmd and finding the error report.
So there's something wrong with that particular jar [lwjgl], it seems, but I don't know what it is and why it's having problems.
Optifine is incompatible to MCForge's texture override. So basically some blocks will be messed up.
Hope you can fix this.
Alright, now we're getting somewhere! That new cmd seems to work.
Hmm, looks like the same error as before.
EDIT: I think I found out the problem; the mod itself isn't working right for me, I will probably have to re-download it. Thanks for the help, though Bloodyrain.
Thanks, will check it.
Uncapped updates per frame are easy to add, but there could be nasty side effects when the update queue gets longer than 10 chunks. For example: updates caused by user actions may get delayed because the new update goes at the end of the queue and has to wait until all other updateds are processed. The other updates in the queue are general world loading and may wait, but it is hard (will require changing other classes) to find which update is caused by the user and which is general world loading. Curently the updates which are near the player are prioritized to avoid waiting in the queue, but some user actions may affect far chunks (redstone) so the delay will be visible.
Having too high updates per frame means that not only at the start the FPS is low, but also later when moving around there will be sporadic lag storms. It could only work in combination with preloaded chunks.
The fire bug is already fixed.
Okay, thanks for the explanation.
Interesting read. I tried all the different settings available with the forced AA just out of interest.
8x: ~98 FPS, a minuscule amount lower quality than 16xQ CSAA
8x CSAA: ~138 FPS, a bit lower quality although only really noticeable in screenshots
16x CSAA: ~142 FPS, almost identical looking to 8x CSAA, maybe a tiny bit lower quality
16xQ CSAA: ~98 FPS, a minuscule amount lower quality than 32x CSAA
32x CSAA: ~97 FPS, the best looking of them all, but you wouldn't even notice the difference between this and 8x or 16xQ CSAA without having the screenshots open and switching between them in comparison.
Personally I think 8x CSAA is the best trade-off between quality and framerate. I also have the screenshots from each of those tests, but my internet is capped at the moment so I won't upload them unless you really want them.
Minecraft simply blackscreen when both OptiFine and the Teleporter mod are there.
What do? :/
please reply soon!
- bulletfingrz
--- BEGIN ERROR REPORT 2839c7ed --------
Generated 8/31/11 1:57 AM
Minecraft: Minecraft Beta 1.7.3
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_25, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon 3100 Graphics version 2.1.8664, 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 EntityRendererProxy.b(EntityRendererProxy.java:14)
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)
... 6 more
--- END ERROR REPORT dae17d9 ----------
He has seen you, and he doesn't like what he sees...