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[1.7.4] OptiFine HD D1 (FPS Boost, HD Textures, AA, AF and much more)


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#26461

sp614x
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Posted 17 December 2012 - 08:48 AM

View PostBigGrayGolem, on 16 December 2012 - 10:11 PM, said:

Agreed and those links you provided do not seem to address or describe the same issue. At least one seems to be talking about multiplayer servers, not single player. The one marked "resolved" was fixed by disabling mobarena, which I know is not applicable to my situation. Another page says its due to an "incoming player" in multiplayer.
I am only using vanilla +Optifine, single player, no LAN.
I think something else is at work here.
I guess we will see if it goes away with MC 1.5, then.
The reason for the "Unable to locate sign..." is that the client packet handler is complainign ON SCREEN when it gets a sign update from the server for which it can not locate the sign.
This is not a real problem for the game and should maximally be given a warning in the error log. It does not belong in the user chat.
The single player Minecraft uses an integrated server so it works exactly as multiplayer and has the same problems.
Why is the (integrated) server sending a sign update for a sign that is not existing is not clear. Google returns 12000 results for "Unable to locate sign" so this is not an isolated issue or specific to OptiFine.
OptiFine does affect the internal server chunk loading to make it more efficient and reduce the lag spikes, but I have never encountered the "Unable to locate sign" problem.
This may be a map-specific issue. For example if the handling of signs have been changed in a previous version and the map has signs which are older. Replacing the signs may fix it.

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#26462

lucom
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Posted 17 December 2012 - 09:08 AM

View Post_ReNeX_, on 17 December 2012 - 02:50 AM, said:

Your idea is awesome, however aspect ratio works differently.

As long as pixels are square, the aspect ratio does not matter for 3D rendering. You can try for yourself, stretching the game to horrible ratios, you'll see it will adapt to each and render perfectly proportional cubic blocks.

So the only practical use of an aspect ratio option would be if you had a screen with rectangular pixels, which is very unlikely.

Actually I suggested this independant render resolution, so that one can use any display resolution, but actually there would be fewer pixels to render and also smaller display buffers and thus more space for textures etc...

Imagine a 4:3 render resolution correctly stretched to fill a 16:9 display. In that case the rendered pixels would actually be rectangular.

But I guess one would prefer something like actual display resolution / 2 or so...

View Postcgonzalop, on 17 December 2012 - 03:35 AM, said:

I have two questions: If i have forge installed do I have to delete the META-INF folder to install optiFine? and also, do I have to install OptiFine on my server in order to get it to work or only in my minecraft? Thanks Posted Image

Yes and no...

On the client just copy all the forge stuff, then copy the Optifine stuff into the jar. Then delete the META-INF folder.

The server doesn't need Optifine because it doesn't render any graphics. I guess the server wouldn't start with optifine included in the jar.

#26463

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Posted 17 December 2012 - 09:22 AM

View PostRabĀ­ain, on 16 December 2012 - 04:56 PM, said:

It seems like it can't save custom? performance settings, e.g. 40 FPS which should be 'power saver'. It does save on VSync and Max FPS however. Anything else seem to revert back to a '120 FPS' setting.
Bug found and fixed, available in next version.

#26464

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Posted 17 December 2012 - 09:27 AM

View Postlucom, on 17 December 2012 - 09:08 AM, said:

Actually I suggested this independant render resolution, so that one can use any display resolution, but actually there would be fewer pixels to render and also smaller display buffers and thus more space for textures etc...
What you describe is playing in a window.
Resize the window to desired size and keep the display resolution.
Managing aspect ratios and stretching/resizing can be configured in the graphics card control panel or monitor setup. The graphics card can usually scale smoother than the monitor.

#26465

jackson070901

Posted 17 December 2012 - 09:56 AM

Could i please redistribute your amazing mod optifine in my modpack please?
Thank You
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#26466

lucom
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Posted 17 December 2012 - 10:00 AM

View Postsp614x, on 17 December 2012 - 09:27 AM, said:

What you describe is playing in a window.
Resize the window to desired size and keep the display resolution.
Managing aspect ratios and stretching/resizing can be configured in the graphics card control panel or monitor setup. The graphics card can usually scale smoother than the monitor.

Not really: I'd like to play in full screen, not in a window. Additionally the whole screen should be used without having black bars on the borders of the screen and without losing the aspect ratio. But not every graphics card / monitor setup supports such resizing correctly. Especially TV monitors seem to have issues with that.

For example I cannot select a low resolution without messing up the display, because my card only supports 4:3 resolutions lower than 1280x768.

So currently I have three options:
- Playing with a 4:3 resolution stretched to wide-screen. -> looks weird
- Playing with a 4:3 resolution with the correct aspect ratio but with black bars on the left and right sides. -> somehow OK
- Playing with one of the natively supported TV resolution which are beyond what my graphics card can render in a timely fashion. -> FPS lower than 10

As far as I know it isn't too complicated to render the szene off-screen and than copy the result to a larger display buffer.

#26467

Josephex78

Posted 17 December 2012 - 10:26 AM

Why cant I download the Light Optifine...Need help...I tried both of the downloads

#26468

Apocalypsing
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Posted 17 December 2012 - 12:28 PM

So, still getting the same close proximity invisible chunk problem in HD_U_D8. I was messing around a bit and noticed that the problem doesn't occur if the render distance is set lower than 'short + 48'. I had a console log open while running Minecraft, and one exception did appear, though I doubt it relates to OptiFine (an IOException). It also happens on any chunk loading setting; multi-core or not. The chunks that don't render properly usually originate in the middle amongst the other loaded chunks. The number of 'erroneous' chunks also seems to increase when the render distance is also increased. At 'far + 16' or higher, the errors become virtually non-existent.

If I drag the slider to at least 'far + 16' and then back to within that erroneous range, for example, 'normal'. then the chunks load fine. But if I change another setting (like 'fancy' to 'fast' graphics), then the chunks bug out again, and I have to drag the slider forwards then back again to fix it... I guess this would be analogous to having to manually tell the game to re-render every chunk once you change a major setting. Hope this all makes sense.

Oh, and entities and particles still render fine, it's just certain chunks.

This is all happening in Minecraft 1.4.5. OptiFine is the only mod I have installed, too. I have to go back to HD_U_D3 to fix this problem.
I'm running Java 7 update 9 x64, on Windows 8 x64, and AMD Catalyst 12.11 graphics drivers

Hardware I'm using: Intel Core i5 3570K (4GHz), 8GB 1600MHz RAM, Radeon HD 7870, 120GB SSD (where Minecraft is kept), 500GB HDD

I've only seen a few people with this same problem... Maybe it's hardware-specific or something...
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#26469

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Posted 17 December 2012 - 02:57 PM

View Postlucom, on 17 December 2012 - 09:08 AM, said:

...
Imagine a 4:3 render resolution correctly stretched to fill a 16:9 display. In that case the rendered pixels would actually be rectangular.
...
If 4:3 is stretched to 16:9 then the pixels will not be rectangular anymore.
Alternatives are:
- black bars on left and right
- removing the bottom and top

#26470

Keybounce

Posted 17 December 2012 - 04:44 PM

View Postlucom, on 17 December 2012 - 12:44 AM, said:

I have a suggestion regarding the screen resolution settings.

It would be great to choose the render resoltion independant of the screen resolution.

For example: I'd choose something like 960x540 as render resolution but would display this on my TV whitch only supports the default resolution 1920x1080.

Many people with low end systems would benefit from this. One could still maintain the correct aspect ratio on any screen. Additionally it would be great if one could select a method for the upscaling of the rendered image (e.g. no interpolation, linear, etc.)

View Postsp614x, on 17 December 2012 - 09:27 AM, said:

What you describe is playing in a window.
Resize the window to desired size and keep the display resolution.
Managing aspect ratios and stretching/resizing can be configured in the graphics card control panel or monitor setup. The graphics card can usually scale smoother than the monitor.
Consider, if you will, an OS that only lets me choose a few, limited choices of screen size.

I can play full screen, but only if I want one of a few preset sizes. None of which I want.

What I want is full screen, 854x480.

But note that at that resolution, full screen would be "taller" -- native aspect ratio of 1.6. (4:3 is 1.333; 16:9 is 1.7778). So it would be 854 x 534 display, only using 854x480 of that.

Making minecraft taller without making it wider results in seeing less of the stuff to the side, and more detail in front.
Making minecraft wider without making it taller results in seeing more stuff off to the side at ever increasing slants.

View Postlucom, on 17 December 2012 - 10:00 AM, said:

Not really: I'd like to play in full screen, not in a window. Additionally the whole screen should be used without having black bars on the borders of the screen and without losing the aspect ratio. But not every graphics card / monitor setup supports such resizing correctly. Especially TV monitors seem to have issues with that.
You are asking for contradictions, or I am misunderstanding you.

If you want to use the whole screen, and keep aspect ratio, then you need a monitor that is 16:9. Any other physical screen ratio will require something to distort or be black.
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#26471

2nv2u
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Posted 17 December 2012 - 04:45 PM

View PostHanFox, on 16 December 2012 - 04:30 PM, said:

Is it a bug that the glass panes CTM cannot be defined manually or are they meant to be defined via placing a ctm.png in the root of a texturepack (as opposed to in the ctm folder)? I've seen one or two others having issues in the thread, but it's been ongoing for over a month and there seems to be no clear answer/fix.

The ctm.png in the root is the old implementation which isn't very flexible (just glass, bookshelfs and sandstone), eventhough this seems to be working fine in optifine, the better alternative (which uses the properties files in the ctm folder) does work, but seems to be selecting the wrong tiles and skips glass panes all together, see my post for details.

So I agree it has to be a bug, I hope sp614x can elaborate on this one, since it messes up my (new) texturepack quite considerably. Still hoping for betterglass (renderpass) support as well.

Posted Image

v1.6-1 & v1.5-10 06/22/13 MC: 1.6.1 & 1.5.2


#26472

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Posted 17 December 2012 - 06:12 PM

Absolutely love this mod. Although I have a good gaming PC, just having it installed triples my FPS.

#26473

lucom
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Posted 17 December 2012 - 08:29 PM

View PostKeybounce, on 17 December 2012 - 04:44 PM, said:

You are asking for contradictions, or I am misunderstanding you.

If you want to use the whole screen, and keep aspect ratio, then you need a monitor that is 16:9. Any other physical screen ratio will require something to distort or be black.

Well, I think you were misunderstanding me. Hopefully this screenshot will explain what I'm asking for:
Posted Image

So, imagine having a monitor with a native resolution of 854x480 pixels (like the screenshot) and a damn slow pc. This screenshot has the native resolution of the monitor, but it is based on only 240x240 pixels with the correct aspect ratio, scaled up to the screen's resolution.

I must admit, that with this low resolution MC looks a bit blurry, but such an independant render resolution would make more sense on a full HD TV. (E.g. 512x512 render resolution on a TV that messes everything up on a different resolution than 1920x1080)

Btw.: Great mod!!

#26474

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Posted 17 December 2012 - 09:18 PM

View Post2nv2u, on 17 December 2012 - 04:45 PM, said:

The ctm.png in the root is the old implementation which isn't very flexible (just glass, bookshelfs and sandstone), eventhough this seems to be working fine in optifine, the better alternative (which uses the properties files in the ctm folder) does work, but seems to be selecting the wrong tiles and skips glass panes all together, see my post for details.

So I agree it has to be a bug, I hope sp614x can elaborate on this one, since it messes up my (new) texturepack quite considerably. Still hoping for betterglass (renderpass) support as well.

Made some better screens of what's going wrong (Created CTM for logs). Hope it helps:
Spoiler:

Posted Image

v1.6-1 & v1.5-10 06/22/13 MC: 1.6.1 & 1.5.2


#26475

TheTechRockstar
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Posted 17 December 2012 - 09:19 PM

Could you update onptifine multicore to 1.4.5 I run at 15 fps on tiny without it
Posted Image

#26476

Mattie1304

Posted 17 December 2012 - 09:51 PM

I am making a Mario Bros TP. Using CTM, can I make the sides different from the front and back? If so, How is it done?

#26477

Bob1235
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Posted 17 December 2012 - 09:56 PM

Works really great even with the magic launcher is even better know I suck at moding but know that I have optifine and magic modloader I will be a hunger games champion lol

#26478

SonicPhayze
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Posted 17 December 2012 - 09:58 PM

I'm having a problem with textures on mobs and sometimes players when using the Ultra version. This only happens with the Ultra version, the other versions are fine. Basically, certain mobs will have their textures either missing on parts of their body, or swapped out with a bunch of random textures, which makes them look like a walking terrain.png. This occasionally happens to players, too. Another thing to mention, it's consistent amongst all mobs of a certain type. So as of right now, Skeletons are being affected every time I run the game. Last time I installed Optifine Ultra back in 1.3.2, it was Zombies and players.

I can get a picture of the problem if you need it. If you're wondering why I need to use Ultra, it's for the GLSL Shaders mod.
Posted Image

#26479

FastCraft
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Posted 17 December 2012 - 10:57 PM

View PostTheTechRockstar, on 17 December 2012 - 09:19 PM, said:

Could you update onptifine multicore to 1.4.5 I run at 15 fps on tiny without it
I believe ultra has multi core in it, I'm not sure because I haven played minecraft since 1.3.1. My gaming computer is dead. :mellow:
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#26480

Firedog118
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Posted 17 December 2012 - 11:56 PM

View PostTheTechRockstar, on 17 December 2012 - 09:19 PM, said:

Could you update onptifine multicore to 1.4.5 I run at 15 fps on tiny without it

View PostFastCraft, on 17 December 2012 - 10:57 PM, said:

I believe ultra has multi core in it, I'm not sure because I haven played minecraft since 1.3.1. My gaming computer is dead. :mellow:

Correct. Ultra is all the previous versions (Smooth, Multi-Core, AA) packaged into 1.
Simply change the "Chunk Loading" option to Multi-Core.