• 2

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from venarium»

    Hi,


    Ran into a couple of issues running Optifine with two different mods, Pneumaticraft and Lookingglass(addon for Mystcraft and Securitycraft).


    Both issues have been reported to their respective mod authors before, but they have not been able to find a solution on their ends, so I thought I'd trying reporting them here since both seem to have more to do with Optifine rendering.


    ...

    Thanks for taking a look, wanted to at least try reporting it here and see what could be done.


    The OptiFine bug tracker is here: https://github.com/sp614x/optifine/issues
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from spscarface14»

    Do Alternate Item Textures still work in Optifine 1.12?


    Yes
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Bidjiguks»

    ...

    Textures that use the repeat method have an incorrect mapping at the bottom. From top and from the sides everything's in order, but from below there is a failure of the tiles.
    ...

    Why is this happening and how can it be corrected more correctly and globally, can you help?


    Shader packs have problems with the normal maps of CTM textures.
    This is a known limitation and there is no easy fix.
    Relevant discussion: https://github.com/sp614x/optifine/issues/750
    Posted in: Minecraft Mods
  • 2

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from _DNGR»

    I made the skeleton model with sloped neck, but if the skeleton is wearing a helmet will seems out of place.. Surely this is not a bug? but is there a workaround?


    The mob and the armor are using different models.
    Relevant issue: https://github.com/sp614x/optifine/issues/817
    Posted in: Minecraft Mods
  • 5

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Sharpe103»

    I was just reminded how poorly Minecraft runs relative to OptiFine on my i5 6500/GTX 970/16 GB RAM machine, despite the fact that it's a powerful modern (2016) computer . . .


    sp614x, thank you very much for spending hours upon hours of your free time to maintain OptiFine and providing it to us for free.

    ...

    Thanks :)
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from elwood612»

    Hi everyone,


    Google has failed me, so I'm here with a question. Optifine seems to render chunks in a circle around the player (cuts off the corners), whereas Vanilla renders the full square (including the corners). For various redstone-related reasons, this is problematic around my base. Is there any way to have Optifine render the full area (square) around the player?


    Thank you!


    You could try with Fog -> OFF
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from r543»

    I see, if you want to have a detailled look at it, here's the thread, help would be appreciated:
    http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-help/2837394-changing-the-swamp-color
    Swamps itself DO work, however Swamplands_M(a rarer version apparently?) and Roofed Forests wont, it looks like the grid format will support those however I wonder what MCpatcher does with the default MC behaviour since MC does add it's own special color, or in case of Roofed Forests take normal+applied extra hardcoded green, or are those fully overwritten?

    Please open an issue on the tracker with some examples: https://github.com/sp614x/optifine/issues
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from default_ex»

    That's nice and all but I don't want to have to sit and wait for Bob that knows this system or Tim that knows that system to answer simple questions about the render process that should be outlined. I also have no guarantee that they even know what it is they are working with, that they aren't just doing things a certain way because "that's how it's done" nonsense. The only reason I even know what I'm doing with Direct3D or OpenGL is because the documentation does a damn good job at explaining how it all works. I started working with deferred renderers way back when shader model 2.0 was the current spec. Know just how varied they can be having written multiple articles on game development websites noting tradeoffs between different choices one can make with such a render system, essentially "how to design deferred renderer" type of stuff.

    Didn't want to go with plan b, a debugger to deconstruct the process but it's starting to look like my only choice when the people managing that code have replies like this.

    The authors of the most popular shader packs are in the ShadersLab server on Discord (even the author of SEUS is there, but he is rarely active).
    They defeinitely know what they are doing and they can offer a lot of help.
    One of the reasons why there is no better documentation is that writing documentation is low priority, there are many feature requests that have to be addressed first: https://github.com/sp614x/optifine/issues?q=is:issue is:open label:shaders
    Another reason is that the shaders mod code is historical, some parts of it are legacy and it is not always clear why something is being done. Also I am not actively creating shader packs so I will probably miss some important stuff.

    If you have an idea how the documentation can be improved or if you can write part of it then I will update the official docs.

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Mi4erahka»

    I know what this update it was today, but I wonder...if I understand correctly the line of updates, there will be custom player models or something...what will happen with the cloaks, will they work? if I change the model or be like mod mo' bends


    The capes will continue to work with custom player models.
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from elwood612»

    Hi all,


    There's a weird bug with respect to Better Skies that's been bothering me for some time. With some texture packs (Pixel Atmosphere and Conquest Reforged pack being some examples), the clouds texture will "reset" at exactly noon, in-game time 6000.


    Here is a gif illustrating the problem, from the Pixel Atmosphere resource pack (again, this is far from the only resource pack affected). And attached is a screenshot of the sky.properties file which seems to be the root of the problem.


    Is anyone else noticing this? What's wrong here?

    Thank you!


    Created an issue: https://github.com/sp614x/optifine/issues/804

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from PeterNjeim»

    sp614x (I don't know you're real name). I'm probably sure this isn't possible or it might be possible but would require way too much work, is there any way to make a slider (in the shaderpack GUI) that can change values of TWO different settings. Like making a slider which has

    1. Off - DoF
    2. On - DoF & Low DoF strength
    3. On - DoF & Medium DoF Strength
    4. etc.

    Because most shaderpacks have an "on" button and then a slider, but I would like just one slider. It's ok if there's no practical solution, because I already edited the code for Sildur's Shaders to make a single slider usable, it's just that with each update I would have to do that, and it would be less work i a slider could edit multiple values. Please just tell me if it's practical right now or not.


    One control (button or slider) in the shader options GUI corresponds to one shaderpack variable.
    It is possible to use "#if" preprocessor macros to control other variables depending on the selected value.
    For example:

    #define DOF_STRENGTH 0 // [0 1 2 3]
    #if DOF_STRENGTH > 0
    #define DOF_ENABLED
    #endif
    Posted in: Minecraft Mods
  • 5

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from L0ST5ILVER»

    You've totally missed the point, Totally.

    So please explain what is the point.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from default_ex»

    I would really like to see some good documentation on the shader system. I would love to write my own shaders for the game and I'm intimately familiar with the concept of a deferred renderer. Every time I try to get started I spend days searching for information on just the basic things about the shader system in OptiFine or the previous incarnations of it only to find a lack of any usable documentation.


    I know of the shaders.txt which at least mentions what attributes and uniforms are available and what specific shader programs they are available in. Nowhere have I seen one of the most basic pieces of information listed: vertex elements. I can guess what the element name the position, texture coordiantes, colors, normals,, binormals, tangents or even how many of each are used all day long but it's just guessing which is error prone. Normally in cases where documentation is lacking I would just dig into the source code and look for myself at how things are done to derive this information but as far as I've seen the source for OptiFine or it's shader module isn't available to be viewed/downloaded.


    What would be nice, frankly mandatory to see in the documentation. A basic outline of the rendering process including what order objects are renderered, what uniforms are passed in before they are rendered, what render states are set and what is in the vertex data. The data formats that should be output and I'm not talking pixel formats but things like whether surface normals are to be written out in modelview space, depth into linear view space or post projection space. Is there a composite pass before layering on transparent/translucent objects to combine lighting data with geometric and color data. Should it's vertices be shifted into the far plane to exploit depth buffer states and reduce overdraw or left at the near plane because the states aren't set up to handle that optimization?


    I really wouldn't mind going through the code and writing up some documentation on this myself. Having worked with a lot of code that was poorly documented, I've gotten pretty good at it. Looking at other's shaders for examples just doesn't cut it when I have no idea if they are leaving things out that aren't important to them but may be to me.


    You should join ShaderLabs on Discord, most MC shader authors are active there, invitation in PM.
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from L0ST5ILVER»


    What do you mean? It's exactly what it says, allow players to make extensions for optifine.


    OptiFine can't just be "extended".

    First, it is highly tuned and optimized, some of the things that it does are borderline crazy. If you are not very careful it is easy to break a lot of things. This is like asking a Formula 1 car to be comfortable and extendable. It could be done, but then it would not be fast and stable.

    Second, OptiFine is built against obfuscated code and there is no MCP support to deobfuscate and obfuscate code so that it is compatible with OptiFine. On top of this some OptiFine versions use a non-standard deobfuscated base (the official MCP update is sometimes too slow and then I make custom MCP updates). So writing a code which is compatible with OF is a challenge by itself.

    Instead of extendable, OptiFine is highly configurable with user options and configuration files. A lot of work and testing goes into making sure that all possible combinations of configurations and options work properly together. This is supported as much as possible across all MC versions from 1.7.x to 1.12.

    Not to mention Forge and general mod compatibility. This becomes very complex when the mods expect everything to work like in vanilla and in the same time OF reorganizes the rendering engine to work in several different ways.

    Therefore the question what specific extensions do you imagine. Maybe some of them are already existing or maybe they could be added as configuration files.

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from L0ST5ILVER»

    I have a suggestion, could you add extension support? So people can do some cooler things with optifine?


    What is "extension support"?
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.