Finally, after several months of development, here is the official release of the 6th version of my shaders! This version is a huge code re-writting and re-organisation, which probably make this shaderpack the one with highest performance/quality ratio at the moment.
Lowest versions have been optimized for integrated gpus and minimize memory bandwith usage. For example, V6-Lite is the fastest shaderpack with shadows on an Intel HD 4600 with a 10-20% lead on the second one while maintaining a superior level of quality.
NB : Macs are not supported at the moment but will supported be in a short future.
Recommended optifine settings :
Old Lighting : OFF or DEFAULT!
Vignette : Fast
Clear water : Off for Lite/Low/Medium, On for High/Ultra/Extreme
Smooth Lighting Level : 55-75% for Lite/Low/Medium/High, 0-20% for Ultra/Extreme
Clouds : Default or off
Short list of improvements over V5:
- Massive increase of the performance/quality ratio
- Totally new and improved lighting
- First shaderpack to support transparencies and particles correctly
- New lens flares
- Improved godrays
- Greatly increased shadow draw distance
- New SSAO for ultra and extreme versions
- Improved variable penumbra shadows (Ultra and extreme versions)
Days and nights are brighter as well as underground. The glowing bug is gone and everything looks so much better, thanks a lot Chocapic13!
But I do have to say that V5 High was performing slightly better than V6 High on my end. V6 Medium looks just as great to me so I can get the frames back and the quality loss in water is negligible. High density areas are still the death of me with a drop to 35-45 fps, I would have to use the V6 Low or Lite version to even get passed those areas with acceptable frames. Anyway thanks a lot for this new version!
I appreciate the hard work but I mean to ask, will there be more options to adjust in the future?
Thanks for the feedback! Tons of optifine options will come once mac compatibility is fixed and no shadows versions are released.
In the wild colors is very nice. But stained glass is unnatural . No transparent color shadow. Glass should have no Light reflection on images part with alpha 100%.
Robobo , Seus 11 , and Sildur's shader have much better glass management. They are not perfect but result is much better.
Had a play around with the new shader version today and while I really like a lot of the edits in it, for example the new underwater edits look fantastic, the performance I got with the Lite version for v6 was still about 5 FPS behind the Low version of v5, and about 20 FPS behind the Lite version of v5, although I would imagine part of that would be the lite version having shadows now. Anyway, I'll be happily waiting for the shadowless version you previewed above because it does look really good, but until then, thanks for the work you put into this mod, its fantastic
I noticed that if you hold a torch there won't be any light around you in all versions of V6. it was possible in V5 though. Is there a secret option i missed or is the feature removed?
Sadly, it is temporally removed, but you could try messing up the code (a-bit) in order to get it. But you could get it to work by enabling "Dynamic Handlight" on the latest OptiFine
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Question:
1. Is there a 16x16 POM Texture pack? if yes, could anyone give me a link for that? I've want to try POM (for just once).
i agree this is very impressive , chocapic13 can you implement Gama control over brightness as sp614x mentioned in the Optifine Topic . At present turning on shaders breaks the Gammabright litemod . If there is a way to control the Gamma either in the Shaderpack or Optifine
I have a little question about the Clear Water option.
As advised I turned it OFF for Medium and below and ON for High and above.
With V6 Medium the Clear Water option makes 5 block deep water pitch black when turned OFF, no transition to darkness whatsoever. Which is a bit of an eyesore and even worse when you try to dive... you can't see a damned thing.
If I turn Clear Water ON the water becomes completely see-through until a certain depth, which is too much see-through for my taste.
With V6 High and Clear Water turned OFF it becomes dark pretty early but at least there is a transition to a darker level. We reach a sweet spot with Clear Water turned ON with High, the transition and the depth at which it becomes darker is pleasant to look at and just what I was looking for.
Now my question, is there a way to achieve the same level of darkness, depth, transition etc. that I experience on High (Clear Water ON) on Medium as well? Since my game performs better with Medium, I would like to keep it on Medium but tweak it a little here and there to keep it as quality-rich as possible.
PS:
Can't wait for the OptiFine options!! Been trying out a couple shader like SEUS and Kuda, just to name a few. But I've been very happy with this one so far and the V6 update just hit a whole new level for me (really liking the attention of detail with glowing spider- and enderman- eyes).
Thanks again for the hard work, Chocapic13. I appreciate it a lot!
Unfortunately that's not possible, due to the way medium version is rendered I can't modify the way the minecraft lightmap is handled underwater (which is possible in High, Ultra and Extreme versions), so it has to follow the same gradient as above the surface.
i agree this is very impressive , chocapic13 can you implement Gama control over brightness as sp614x mentioned in the Optifine Topic . At present turning on shaders breaks the Gammabright litemod . If there is a way to control the Gamma either in the Shaderpack or Optifine
Thanks and great work
This mod doesn't really affect gamma, but modifies the minecraft lightmap. I may add an option for that but it may quickly result in a kind of "cheat" because you could have full visibility very easily.
dude please stop multiposting, use one post to reply to everyone instead of replying to everyone in seperate posts...
sp614x is the creator of optifine so im sure he know about this and much more already
Rollback Post to RevisionRollBack
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
dude please stop multiposting, use one post to reply to everyone instead of replying to everyone in seperate posts...
sp614x is the creator of optifine so im sure he know about this and much more already
Sorry, i'm not sure how to add another quote on a multi-quote my recent post. My bad. :/
This mod doesn't really affect gamma, but modifies the minecraft lightmap. I may add an option for that but it may quickly result in a kind of "cheat" because you could have full visibility very easily.
Adding a toggle for fullbright helps visually impaired people see in low light . I see only pluses and no downside .
There must be a way to get fullbright . without having every color look washed out . I like the color boost it keep all the colors close to its primary .
In SP , Optifine allows the client to set DAY only , in MP one needs permission and the server plugin to do /Playertime and set DAY only
Love the Shaders , but its hard to see at night and in the nether or end . It would be great if all monsters glowed and emitted a radioactive glow . Logically an organism or entity that has evolved in low light will have other senses heightened or generate its own light , like those deep sea fish or cave creatures that are bio luminescent .
Unfortunately that's not possible, due to the way medium version is rendered I can't modify the way the minecraft lightmap is handled underwater (which is possible in High, Ultra and Extreme versions), so it has to follow the same gradient as above the surface.
How do you do it in high+ versions then? It's not that hard to overwrite light levels behind and under water:
#ifdef CLEAR_WATER
if ( water && !inWater) skylight = max(skylight, aux2.r * 0.5);
else if (!water && inWater) skylight = skylight * 0.5 + 0.5;
#endif
aux2.r is sky light level of the water (the terrain behind it stores light levels in aux). The only visual artifact of this method that I've found so far is that if you are underwater in a cave, then anything else that is ALSO submerged will be well-lit. This is mostly due to the fact that there's no reference to the light level of the surface if you're not looking at the surface. Other than that though, it works great in every other case I've tested it with.
V6 is 2x better than V5 in my opinion.
I'm TheCoolSteveMan, you can call me CSM for short!
I appreciate you taking the time to respond. What would the fix be for caves?
Thanks again.
It is already applied in caves, the "fix" is just to not apply sun light to areas with very low light when the player is in a very low light area.
Edit : Fixed motion blur on hand, I'm just checking if everything is ok for release right now.
Finally, after several months of development, here is the official release of the 6th version of my shaders! This version is a huge code re-writting and re-organisation, which probably make this shaderpack the one with highest performance/quality ratio at the moment.
Lowest versions have been optimized for integrated gpus and minimize memory bandwith usage. For example, V6-Lite is the fastest shaderpack with shadows on an Intel HD 4600 with a 10-20% lead on the second one while maintaining a superior level of quality.
Downloads :
V6 Lite
V6 Low
V6 Medium
V6 High
V6 Ultra
V6 Extreme
NB : Macs are not supported at the moment but will supported be in a short future.
Recommended optifine settings :
Old Lighting : OFF or DEFAULT!
Vignette : Fast
Clear water : Off for Lite/Low/Medium, On for High/Ultra/Extreme
Smooth Lighting Level : 55-75% for Lite/Low/Medium/High, 0-20% for Ultra/Extreme
Clouds : Default or off
Short list of improvements over V5:
- Massive increase of the performance/quality ratio
- Totally new and improved lighting
- First shaderpack to support transparencies and particles correctly
- New lens flares
- Improved godrays
- Greatly increased shadow draw distance
- New SSAO for ultra and extreme versions
- Improved variable penumbra shadows (Ultra and extreme versions)
- POM support for High/Ultra/Extreme
Screenshots :
thats why im extremely excited about the v6 mac version.i just saw Chocapic13 mention a massive increase in performance/quality ratio
PC Means Personal Computer But Some People Use windows on There PC
Is there a way to reduce the bloom on V6 Medium?
I'm TheCoolSteveMan, you can call me CSM for short!
Thanks for the feedback! Tons of optifine options will come once mac compatibility is fixed and no shadows versions are released.
Around line 407 in final.fsh :
The number in red is the bloom intensity.
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Some pics of the No shadows Lite version I'm working on (1080p/2x Render Quality/24 Render Distance) :
Versus YShaders Low at same settings :
YShaders Lite does not have waving stuff, disabling it on No shadows lite offers an additionnal 7 fps boost.
V6
In the wild colors is very nice. But stained glass is unnatural . No transparent color shadow. Glass should have no Light reflection on images part with alpha 100%.
Robobo , Seus 11 , and Sildur's shader have much better glass management. They are not perfect but result is much better.
Had a play around with the new shader version today and while I really like a lot of the edits in it, for example the new underwater edits look fantastic, the performance I got with the Lite version for v6 was still about 5 FPS behind the Low version of v5, and about 20 FPS behind the Lite version of v5, although I would imagine part of that would be the lite version having shadows now. Anyway, I'll be happily waiting for the shadowless version you previewed above because it does look really good, but until then, thanks for the work you put into this mod, its fantastic
Very nice, v6 is definitely going forward.
Noticed some problems
- the sun flare is broken on the Lite version: http://imgur.com/z0QMbif.png
- the Intel graphics driver (latest available) crashes with the Ultra and Exteme versions: "Problematic frame: C [ig7icd64.dll+0x410446]"
1. Does this happens to newer graphics card for you?
2. read here, I've already reported that.
Sadly, it is temporally removed, but you could try messing up the code (a-bit) in order to get it. But you could get it to work by enabling "Dynamic Handlight" on the latest OptiFine
---------------------------------------------------------------------------------------
Question:
1. Is there a 16x16 POM Texture pack? if yes, could anyone give me a link for that? I've want to try POM (for just once).
I'm TheCoolSteveMan, you can call me CSM for short!
Yup, it's good, thanks for fixing it (even it's already released)
I'm TheCoolSteveMan, you can call me CSM for short!
Computer Teacher?
I'm TheCoolSteveMan, you can call me CSM for short!
i agree this is very impressive , chocapic13 can you implement Gama control over brightness as sp614x mentioned in the Optifine Topic . At present turning on shaders breaks the Gammabright litemod . If there is a way to control the Gamma either in the Shaderpack or Optifine
Thanks and great work
Unfortunately that's not possible, due to the way medium version is rendered I can't modify the way the minecraft lightmap is handled underwater (which is possible in High, Ultra and Extreme versions), so it has to follow the same gradient as above the surface.
This mod doesn't really affect gamma, but modifies the minecraft lightmap. I may add an option for that but it may quickly result in a kind of "cheat" because you could have full visibility very easily.
dude please stop multiposting, use one post to reply to everyone instead of replying to everyone in seperate posts...
sp614x is the creator of optifine so im sure he know about this and much more already
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
Sorry, i'm not sure how to add another quote on a multi-quote my recent post. My bad. :/
I'm TheCoolSteveMan, you can call me CSM for short!
Adding a toggle for fullbright helps visually impaired people see in low light . I see only pluses and no downside .
There must be a way to get fullbright . without having every color look washed out . I like the color boost it keep all the colors close to its primary .
In SP , Optifine allows the client to set DAY only , in MP one needs permission and the server plugin to do /Playertime and set DAY only
Gammabright will not work when shaders is turned on .
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2698814-gammabright-advanced-brightness-fullbright-mod
Love the Shaders , but its hard to see at night and in the nether or end . It would be great if all monsters glowed and emitted a radioactive glow . Logically an organism or entity that has evolved in low light will have other senses heightened or generate its own light , like those deep sea fish or cave creatures that are bio luminescent .
How do you do it in high+ versions then? It's not that hard to overwrite light levels behind and under water:
aux2.r is sky light level of the water (the terrain behind it stores light levels in aux). The only visual artifact of this method that I've found so far is that if you are underwater in a cave, then anything else that is ALSO submerged will be well-lit. This is mostly due to the fact that there's no reference to the light level of the surface if you're not looking at the surface. Other than that though, it works great in every other case I've tested it with.
I made my own shader pack, by the way.