MC 1.8 renders much faster than previous versions. My FPS has doubled or greater compared to 1.7.10!
You mean Minecraft itself or Shaders 1.8? Both are noticeably worse for me on the same hardware, a 4770K + R9-280X.
Quote from JonnyBrandojumpif you are using a high-end shader you can decrease the shadow & render resolutions to lessen the strain on your GPU and keep a decent FPS rate.
Maybe you can answer a question I asked a long time ago on this subject; Can you reduce the shadows to zero? Yes, I'm one of those weirdos who just wants reflective water, nice clouds, sun glare, and normal-mapping (which might not be possible without shadows). It's because 1.8 shaders are just not quite at a point where I can sacrifice that much performance for appearance. (stable v-sync or nothing!)
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Everfree Server - A small & friendly survival build server for older 'Crafters.
You mean Minecraft itself or Shaders 1.8? Both are noticeably worse for me on the same hardware, a 4770K + R9-280X.
Maybe you can answer a question I asked a long time ago on this subject; Can you reduce the shadows to zero? Yes, I'm one of those weirdos who just wants reflective water, nice clouds, sun glare, and normal-mapping (which might not be possible without shadows). It's because 1.8 shaders are just not quite at a point where I can sacrifice that much performance for appearance. (stable v-sync or nothing!)
I once tried kuda shader v5-pre and disable the smooth-shadow inside the pack file. Performance improves a lot. You may try do the same in your favourite shader pack.
Maybe you can answer a question I asked a long time ago on this subject; Can you reduce the shadows to zero? Yes, I'm one of those weirdos who just wants reflective water, nice clouds, sun glare, and normal-mapping (which might not be possible without shadows). It's because 1.8 shaders are just not quite at a point where I can sacrifice that much performance for appearance. (stable v-sync or nothing!)
It is possible to disable shadow rendering by editing shaderpack.
You have to delete the lines that contain SHADOWRES and SHADOWHPL and the lines that declare shadow* sampler and remove texture2D function calls which uses shadow* sampler and replace them with some constant or change the entire expression to something else.
You mean Minecraft itself or Shaders 1.8? Both are noticeably worse for me on the same hardware, a 4770K + R9-280X.
Maybe you can answer a question I asked a long time ago on this subject; Can you reduce the shadows to zero? Yes, I'm one of those weirdos who just wants reflective water, nice clouds, sun glare, and normal-mapping (which might not be possible without shadows). It's because 1.8 shaders are just not quite at a point where I can sacrifice that much performance for appearance. (stable v-sync or nothing!)
I mean, with Shaders. I don't even play MC without them anymore, haha, but everyone gets like 300 FPS (unless you have VSYNC or a limiter enabled) anyways :P.
For whatever reason I can run High/Ultra presets in 1.8 that I couldn't in 1.7.10.
This changed, however, when I installed Better Foliage.. Now, I can run Medium at a decent FPS (20-30) or Lite packs without issues.
I've got about double the FPS in 1.8 that I had in 1.7.10 (with about 90 less mods, mind you ;)).
Check your PM, I've got something for you to try ;)!
Did some further testing today:
Disabling all Texture-Packs increases FPS to around 40-45, not enough to justify playing without them.
More or less stable 25FPS is enough for my style of play, so i will leave it at that, maybe play around with some OC.
That is really odd. Your specs are better than mine, yet it seems that my performance is a little ahead. Using SEUS 10.2 preview I get around 40 fps, but I cap it on 30 to avoid stutter. And enabling Motion Blur helps a lot, regarding microstutter while moving the camera around. Using chocapic13 Ultra I can leave vSync enabled and get 60 fps.
Do you have any tool to measure the GPU usage during gameplay? Why am I asking this? Well, you must be sure that your graphics card is being used at 100%, otherwise an OC won't be of any help to you.
If you don't have such tool, I can recommend one.
And did you test the Render Distance thingy? Lowering it from 12 to 8 chunks had a substantial impact on my framerate.
I mean, with Shaders. I don't even play MC without them anymore, haha, but everyone gets like 300 FPS (unless you have VSYNC or a limiter enabled) anyways :P.
For whatever reason I can run High/Ultra presets in 1.8 that I couldn't in 1.7.10.
This changed, however, when I installed Better Foliage.. Now, I can run Medium at a decent FPS (20-30) or Lite packs without issues.
I've got about double the FPS in 1.8 that I had in 1.7.10 (with about 90 less mods, mind you ;)).
Check your PM, I've got something for you to try ;)!
I don't have any issues running MC 1.8, Optifine D1, Shaders 2.4.8 and Liteloader Mods (Voxelmap here).
I'm not running Gammabright, Worldedit, or XrayMod.
You do have a new VoxelMap, however, I'm still running 1.4.8.
I'm using Optifine D1 , ShadersMod-v2.4.9mc1.8 , They all seem to have a problem with overlaying their graphics over top of the shaders , These bugs were present even in the older v2.4.8
Examples :
voxelMap_1.5.0_for_1.8.litemod , the minimap in the corner works fine in square mode and no glitches , but when you choose round mode , the square map underneath can be seen flickering on and off
Gammabright v3.3 [MC 1.8] , doesn't work at all , shaders overrides it
mod_worldeditcui_1.8.0_02_lite_mc1.8 , the selection lines can not be seen , override by shaders
mod_DaFlight_2.1r2_mc1.8 , the fullbright doest work override by shaders
mod_uyjulianXrayMod_mc1.8 , Not working override by shaders
using latest Liteloader 1.8 profile , all these mods are placed in , /mods/1.8/ Dir.
It is possible to disable shadow rendering by editing shaderpack.
You have to delete the lines that contain SHADOWRES and SHADOWHPL and the lines that declare shadow* sampler and remove texture2D function calls which uses shadow* sampler and replace them with some constant or change the entire expression to something else.
Thanks! But I understood everything until "some constant", I know how to comment out but what's a constant?
I mean, with Shaders. I don't even play MC without them anymore, haha, but everyone gets like 300 FPS (unless you have VSYNC or a limiter enabled) anyways :P.
For whatever reason I can run High/Ultra presets in 1.8 that I couldn't in 1.7.10.
This changed, however, when I installed Better Foliage.. Now, I can run Medium at a decent FPS (20-30) or Lite packs without issues.
I've got about double the FPS in 1.8 that I had in 1.7.10 (with about 90 less mods, mind you ;)).
Check your PM, I've got something for you to try ;)!
Thanks Jonny, really miss my fancy-looking 'Craft, can't wait to get home from work and give it a try!
Rollback Post to RevisionRollBack
Everfree Server - A small & friendly survival build server for older 'Crafters.
It is possible to disable shadow rendering by editing shaderpack.
You have to delete the lines that contain SHADOWRES and SHADOWHPL and the lines that declare shadow* sampler and remove texture2D function calls which uses shadow* sampler and replace them with some constant or change the entire expression to something else.
I'm still getting a "Failed creating shadow framebuffer! (Status 36060)" error when loading in shaderpacks with shadows. I'm running the latest version of the ShaderMod and MC 1.8. I've seen a few others who've run into this situation as well. Any thoughts?
I'm still getting a "Failed creating shadow framebuffer! (Status 36060)" error when loading in shaderpacks with shadows. I'm running the latest version of the ShaderMod and MC 1.8. I've seen a few others who've run into this situation as well. Any thoughts?
I had the same error just yesterday. For me, occurred when I was trying to increase the Shadow Resolution to 4. Values bellow 3 worked fine.
Then I realized that my Minecraft was running on Java x86. Installing Java 8 x64 and increasing the allocated memory to 2gb solved the issue for me.
I had the same error just yesterday. For me, occurred when I was trying to increase the Shadow Resolution to 4. Values bellow 3 worked fine.
Then I realized that my Minecraft was running on Java x86. Installing Java 8 x64 and increasing the allocated memory to 2gb solved the issue for me.
Ah gotcha. I'm on a Mac so not sure if I have the option to swapping which version of Java I'm using.
Thanks for this. I updated Java and am getting a bit better performance with the game and shaders now. I still get the framebuffer error though, so hopefully further updates to ShadersMod and the shaderpacks will fix this issue.
The issue is your drivers and Mac's lack of support for them, not to do with the mod itself.
Most shaderpacks use OGL 3.2+ functions while Mac still lingers in the OGL 2.0 dark ages. You will have to either look for intel specific basic shaders or not use them at all.
Nothing to be fixed apart from Apple / Intel to release updated and more compatible drivers.
Ah gotcha. I've heard about this before concerning Macs and based on the googling I've done there's conflicting information regarding what version of OGL Apple installs on their Macs as well as what version is available with development. According to Apple my laptop (2014 Retina MacBook Pro) supports OGL 4.1, but I'm not a developer so I don't know what the means with regards to drivers and shaderpacks. It just seems odd that Apple states they have OGL 4 support now (in Mavericks and Yosemite), I have one of their top of the line laptops with an NVIDIA GeForce GT 750M 2048 MB card and am running into this issue. I've had luck with some shaders, but perhaps I should just pull the trigger and build myself a PC.
Ah gotcha. I've heard about this before concerning Macs and based on the googling I've done there's conflicting information regarding what version of OGL Apple installs on their Macs as well as what version is available with development. According to Apple my laptop (2014 Retina MacBook Pro) supports OGL 4.1, but I'm not a developer so I don't know what the means with regards to drivers and shaderpacks. It just seems odd that Apple states they have OGL 4 support now (in Mavericks and Yosemite), I have one of their top of the line laptops with an NVIDIA GeForce GT 750M 2048 MB card and am running into this issue. I've had luck with some shaders, but perhaps I should just pull the trigger and build myself a PC.
Well, the OpenGL support in Macs is like this:
OpenGL 2.0 is one context, and OpenGL 3.2+ is completely separate context (not backwards compatible).
Where, in Linux + Windows, OpenGL 3.2+ is backwards compatible to 2.0. Or at least, they run in the same context together..
So, Minecraft is an OpenGL 2.0 based software, and in Macs that means that instructions from 3.2+ are not available. Which most shaderpacks use.
That being said, I heard from a good source that ShadersMod 2.3.7 / 2.3.8 / 2.3.9 all cause the error that you are experiencing on Mac systems.
If you roll back to ShadersMod 2.3.6 you won't get that error, and it will work. Unfortunately, that means you're going to have more bugs, and lose some functionality (like Connected Textures again).
If you roll back to ShadersMod 2.3.6 you won't get that error, and it will work. Unfortunately, that means you're going to have more bugs, and lose some functionality (like Connected Textures again).
I'm using Optifine D1 , ShadersMod-v2.4.9mc1.8 , They all seem to have a problem with overlaying their graphics over top of the shaders , These bugs were present even in the older v2.4.8
Examples :
voxelMap_1.5.0_for_1.8.litemod , the minimap in the corner works fine in square mode and no glitches , but when you choose round mode , the square map underneath can be seen flickering on and off
Gammabright v3.3 [MC 1.8] , doesn't work at all , shaders overrides it
mod_worldeditcui_1.8.0_02_lite_mc1.8 , the selection lines can not be seen , override by shaders
mod_DaFlight_2.1r2_mc1.8 , the fullbright doest work override by shaders
mod_uyjulianXrayMod_mc1.8 , Not working override by shaders
using latest Liteloader 1.8 profile , all these mods are placed in , /mods/1.8/ Dir.
Ok, I see what you are seeing in VoxelMap now.
Once loaded, if you go into the VoxelMap menu, and change the size of the map it starts displaying properly. It properly clips off the square map to the round displayed constraints.
I haven't tested if the map displays wrong when MC is reloaded. I assume it does. And I can confirm that the map is properly clipped, and you don't see the visual corruption upon reloading MC -- using 1.4.8.
I just downloaded the latest release of VoxelMap (1.5.1), and I will give it a test. Just updated my VoxelMap to 1.5.1 and it is continuing to work properly. Not sure why it happened in the first place.
I will let you know if the issue re-occurs and how to re-produce it if I find out.
Ammendment: Just tested WorldEdit and WorldEditCUI. The lines do indeed flicker. I haven't done much testing, but they appear most from a lower-plane (when you are looking up at them). If you are flying, they appear most when you are far away or looking at it through another object (like a tree in my case). If you are on the same plane, they are invisible most of the time.
When I install OptiFine_1.8.0_HD_U_D1 with ShadersMod-v2.4.9mc1.8, the text on buttons is missing. In its place is just white boxes. When I log in to the game I get a black screen. I can use ShadersMod2.4.9 by itself without OptiFine or I can use OptiFine by itself but both together something is wrong.
Nevermind I found the Graphics/Reset Settings button and that fixed it.
You mean Minecraft itself or Shaders 1.8? Both are noticeably worse for me on the same hardware, a 4770K + R9-280X.
Maybe you can answer a question I asked a long time ago on this subject; Can you reduce the shadows to zero? Yes, I'm one of those weirdos who just wants reflective water, nice clouds, sun glare, and normal-mapping (which might not be possible without shadows). It's because 1.8 shaders are just not quite at a point where I can sacrifice that much performance for appearance. (stable v-sync or nothing!)
Everfree Server - A small & friendly survival build server for older 'Crafters.
I once tried kuda shader v5-pre and disable the smooth-shadow inside the pack file. Performance improves a lot. You may try do the same in your favourite shader pack.
mod_voxelMap_1.5.0_for_1.8.litemod
mod_worldeditcui_1.8.0_02_lite_mc1.8.litemod
mod_uyjulianXrayMod_mc1.8.litemod
Gammabright v3.3 [MC 1.8].litemod
probably all litemods
It is possible to disable shadow rendering by editing shaderpack.
You have to delete the lines that contain SHADOWRES and SHADOWHPL and the lines that declare shadow* sampler and remove texture2D function calls which uses shadow* sampler and replace them with some constant or change the entire expression to something else.
I mean, with Shaders. I don't even play MC without them anymore, haha, but everyone gets like 300 FPS (unless you have VSYNC or a limiter enabled) anyways :P.
For whatever reason I can run High/Ultra presets in 1.8 that I couldn't in 1.7.10.
This changed, however, when I installed Better Foliage.. Now, I can run Medium at a decent FPS (20-30) or Lite packs without issues.
I've got about double the FPS in 1.8 that I had in 1.7.10 (with about 90 less mods, mind you ;)).
Check your PM, I've got something for you to try ;)!
I don't have any issues running MC 1.8, Optifine D1, Shaders 2.4.8 and Liteloader Mods (Voxelmap here).
I'm not running Gammabright, Worldedit, or XrayMod.
You do have a new VoxelMap, however, I'm still running 1.4.8.
That is really odd. Your specs are better than mine, yet it seems that my performance is a little ahead. Using SEUS 10.2 preview I get around 40 fps, but I cap it on 30 to avoid stutter. And enabling Motion Blur helps a lot, regarding microstutter while moving the camera around. Using chocapic13 Ultra I can leave vSync enabled and get 60 fps.
Do you have any tool to measure the GPU usage during gameplay? Why am I asking this? Well, you must be sure that your graphics card is being used at 100%, otherwise an OC won't be of any help to you.
If you don't have such tool, I can recommend one.
And did you test the Render Distance thingy? Lowering it from 12 to 8 chunks had a substantial impact on my framerate.
I'm using Optifine D1 , ShadersMod-v2.4.9mc1.8 , They all seem to have a problem with overlaying their graphics over top of the shaders , These bugs were present even in the older v2.4.8
Examples :
voxelMap_1.5.0_for_1.8.litemod , the minimap in the corner works fine in square mode and no glitches , but when you choose round mode , the square map underneath can be seen flickering on and off
Gammabright v3.3 [MC 1.8] , doesn't work at all , shaders overrides it
mod_worldeditcui_1.8.0_02_lite_mc1.8 , the selection lines can not be seen , override by shaders
mod_DaFlight_2.1r2_mc1.8 , the fullbright doest work override by shaders
mod_uyjulianXrayMod_mc1.8 , Not working override by shaders
using latest Liteloader 1.8 profile , all these mods are placed in , /mods/1.8/ Dir.
Thanks! But I understood everything until "some constant", I know how to comment out but what's a constant?
Thanks Jonny, really miss my fancy-looking 'Craft, can't wait to get home from work and give it a try!
Everfree Server - A small & friendly survival build server for older 'Crafters.
I'm still getting a "Failed creating shadow framebuffer! (Status 36060)" error when loading in shaderpacks with shadows. I'm running the latest version of the ShaderMod and MC 1.8. I've seen a few others who've run into this situation as well. Any thoughts?
I had the same error just yesterday. For me, occurred when I was trying to increase the Shadow Resolution to 4. Values bellow 3 worked fine.
Then I realized that my Minecraft was running on Java x86. Installing Java 8 x64 and increasing the allocated memory to 2gb solved the issue for me.
Ah gotcha. I'm on a Mac so not sure if I have the option to swapping which version of Java I'm using.
You can still go to Java.com and install the latest version (1.8 Update 31).
Instructions:
http://java.com/en/download/help/mac_install.xml
Reqs:
http://java.com/en/download/mac_sysreq-sm.jsp
Download:
http://javadl.sun.com/webapps/download/AutoDL?BundleId=103478
Thanks for this. I updated Java and am getting a bit better performance with the game and shaders now. I still get the framebuffer error though, so hopefully further updates to ShadersMod and the shaderpacks will fix this issue.
Ah gotcha. I've heard about this before concerning Macs and based on the googling I've done there's conflicting information regarding what version of OGL Apple installs on their Macs as well as what version is available with development. According to Apple my laptop (2014 Retina MacBook Pro) supports OGL 4.1, but I'm not a developer so I don't know what the means with regards to drivers and shaderpacks. It just seems odd that Apple states they have OGL 4 support now (in Mavericks and Yosemite), I have one of their top of the line laptops with an NVIDIA GeForce GT 750M 2048 MB card and am running into this issue. I've had luck with some shaders, but perhaps I should just pull the trigger and build myself a PC.
Well, the OpenGL support in Macs is like this:
OpenGL 2.0 is one context, and OpenGL 3.2+ is completely separate context (not backwards compatible).
Where, in Linux + Windows, OpenGL 3.2+ is backwards compatible to 2.0. Or at least, they run in the same context together..
So, Minecraft is an OpenGL 2.0 based software, and in Macs that means that instructions from 3.2+ are not available. Which most shaderpacks use.
That being said, I heard from a good source that ShadersMod 2.3.7 / 2.3.8 / 2.3.9 all cause the error that you are experiencing on Mac systems.
"Failed creating shadow framebuffer! (Status 36060)"
If you roll back to ShadersMod 2.3.6 you won't get that error, and it will work. Unfortunately, that means you're going to have more bugs, and lose some functionality (like Connected Textures again).
This is very helpful, thank you!
Ok, I see what you are seeing in VoxelMap now.
Once loaded, if you go into the VoxelMap menu, and change the size of the map it starts displaying properly. It properly clips off the square map to the round displayed constraints.
I haven't tested if the map displays wrong when MC is reloaded. I assume it does. And I can confirm that the map is properly clipped, and you don't see the visual corruption upon reloading MC -- using 1.4.8.
I just downloaded the latest release of VoxelMap (1.5.1), and I will give it a test. Just updated my VoxelMap to 1.5.1 and it is continuing to work properly. Not sure why it happened in the first place.
I will let you know if the issue re-occurs and how to re-produce it if I find out.
Ammendment: Just tested WorldEdit and WorldEditCUI. The lines do indeed flicker. I haven't done much testing, but they appear most from a lower-plane (when you are looking up at them). If you are flying, they appear most when you are far away or looking at it through another object (like a tree in my case). If you are on the same plane, they are invisible most of the time.
PMC: enderkevin13
Nevermind I found the Graphics/Reset Settings button and that fixed it.
.