Hello Sp614x, if you would, please take a look at BetterSky (Custom Sky). It seems to be bugged for several texture packs, such as Dokucraft. Thank you for your time.
The long time for that last little bit reminds me of the old 80/20 rule.
The first 80% of the work takes only 20% of the effort.
The next 80% of the work takes the remaining 80% of the effort.
The next 80% of the work takes another 80% ...
Translation: When posting progress, if you think you are 80% done, you're only 20%.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I have noticed a strange bug when running optifine, it seems mobs always seem to render last, even later than effects told to render on pass 3. This may not be very noticeable in vanilla, but breaks particles that usually render in world with no depth testing, or always on top.
Im experiencing some serious memory leaks. I did some testing and would really appreciate it, if you could look into it and also answer the the other questions that came into my mind while testing @sp614x
- snip -
- 32px, allocated 350MB RAM -> 700MB RAM used
- 128px, allocated 350MB RAM -> 900 MB RAM used
- 256px, allocated 512MB RAM -> crashed
- 256px, allocated 1024MB RAM -> 2400MB RAM used
- 512px, allocated 3GB RAM -> crashed
- 512px, allocated 5GB RAM -> 10GB Ram used
- 512px, allocated 5GB RAM, without Forge -> 9,5GB RAM used
- 512px, allocated 5GB RAM, used MCPatcher -> 5GB RAM used
I need more information on your testing setup. These numbers tell me that you have something else going on that is interfering with the measurements/results.
If you allocate 5 GB, and 10 GB is being used, then something is wrong; that should not be possible.
Questions to ask:
1. Which garbage collector are you using?
2. What is the actual memory allocation (java allocates memory to three different bins)
3. What is happening at garbage collection time?
Logs. Have to get logs to figure out what's going on.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
?? If you're using a 64 bit OS - you already use 64 bit java...
Not true. You can use 32-bit or 64-bit java. Unless you manually installed 64-bit, you are running 32-bit. This is because your browser is 32-bit that you installed it from. Even if you did install 64-bit java, if you have 32-bit installed as well, there is no guarantee java will actually use it by default.
Im experiencing some serious memory leaks. I did some testing and would really appreciate it, if you could look into it and also answer the the other questions that came into my mind while testing @sp614x
A memory leak means that the memory is constantly increasing and after some time the game crashes with out of memory error. If the memory is not constantly increasing, then there is no memorya leak.
...
- 512px, allocated 5GB RAM, without Forge -> 9,5GB RAM used
- 512px, allocated 5GB RAM, used MCPatcher -> 5GB RAM used
...
I know, even with lowest possible Settings on Optifine you can't really compare it to MCPatcher. But i can't believe it's actually using 10GB RAM for a 512px Texturepack, even the 5GB of MCPatcher seems to be much!
I would really like to play with a 512px Texturepack, ignoring the high RAM usage, but minecraft needs some minutes (while the RAM is raising to it's 10GB usage) to start, too.
A 512x texturepack is huge. Only the block texture map (after stitching) is about 16384 x 8192 = 540 MB, the item texture map is about the same. With all the textures, buffers and caches loaded it could easily come to 5GB.
... 4. Some Questions i guess you may know the answer:
- pressing F3 ingame Minecraft indicate it would only use much less RAM than it actually does. Why is that so? Why is Minecraft/Java even able to use more RAM then allocated/set as memory limit?
- when AA / AF will work, is that using the Videocards performance or can i expect a higher RAM usage too?
- Would it improve the graphics if i enhance/overwrite/force AA / AF using my Videcard drivers?
- Can i expect any FPS improvements if i would force my Videocard to work always on it's best capability?
- The memory limit in Java is for the heap memory. Additionally Java can allocate about the same amount of native direct memory which is used by low-level functions like file buffers, OpenGL buffers, etc. Minecraft uses direct memory for texture buffers and the amount of memory used is directly related to the TP size.
- The AA/AF will use more memory, for 512x TP it could need about 1GB more.
- Forcing AA/AF in video card drivers could be faster and it could use less memory, but it often produces visual artifacts.
- It is hard to tell with a 512x TP if the GPU or the CPU is the limiting factor.
The long time for that last little bit reminds me of the old 80/20 rule.
The first 80% of the work takes only 20% of the effort.
The next 80% of the work takes the remaining 80% of the effort.
The next 80% of the work takes another 80% ...
Translation: When posting progress, if you think you are 80% done, you're only 20%.
This is quite correct.
The progress percentage shows the amount of features working correctly, not a time estimation.
Hello Sp614x, if you would, please take a look at BetterSky (Custom Sky). It seems to be bugged for several texture packs, such as Dokucraft. Thank you for your time.
After some fault finding, I have found that using my HD texture pack is causing minecraft to crash when optifine is installed! I am using the Sphax PureBDCraft texture pack. Any help would be useful. Thanks!
There's a bug where you cannot place certain blocks in item frames.
For example: Wool blocks and stone blocks show up in the frame, but swords and cakes don't.
It's a bug because without optifine the blocks show just fine.
(Happens only in A8 and A9 with Forge #600)
This is a Forge bug with Fancy Items.
To reproduce without OptiFine, set Graphics to Fancy with Forge.
This happends when I install optifine a9 for 1.5.1, and next, i put a texture pack. this happends with all texture packs.
...
Only happends with enderman and spider.
The ComputerCraft bug is found and fixed. This should also fix all other mod items/blocks that are not rendered properly.
The problem was that ForgeModLoader is hiding or renaming at run time the ModLoader compatibility class so that OptiFine can not find it. The new FML runtime deobfuscation may be the reason.
OptiFine now adds fallback to FMLRenderAccessLibrary when Forge is found, but the ModLoader class is not available.
Use Magic_launcher - you won't need to worry about updating files.
With regards to A9? Obviously if you want bug fixes - yes, it's worth updating.
The first 80% of the work takes only 20% of the effort.
The next 80% of the work takes the remaining 80% of the effort.
The next 80% of the work takes another 80% ...
Translation: When posting progress, if you think you are 80% done, you're only 20%.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I need more information on your testing setup. These numbers tell me that you have something else going on that is interfering with the measurements/results.
If you allocate 5 GB, and 10 GB is being used, then something is wrong; that should not be possible.
For example: In my memory testing, I had this report:
http://www.minecraft...0#entry21517398
See also: http://www.minecraft...-and-minecraft/
Questions to ask:
1. Which garbage collector are you using?
2. What is the actual memory allocation (java allocates memory to three different bins)
3. What is happening at garbage collection time?
Logs. Have to get logs to figure out what's going on.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
?? If you're using a 64 bit OS - you already use 64 bit java...
?? If you're using a 64 bit OS - you already use 64 bit java...
Not true. You can use 32-bit or 64-bit java. Unless you manually installed 64-bit, you are running 32-bit. This is because your browser is 32-bit that you installed it from. Even if you did install 64-bit java, if you have 32-bit installed as well, there is no guarantee java will actually use it by default.
Only happends with enderman and spider.
what do I do?
A memory leak means that the memory is constantly increasing and after some time the game crashes with out of memory error. If the memory is not constantly increasing, then there is no memorya leak.
A 512x texturepack is huge. Only the block texture map (after stitching) is about 16384 x 8192 = 540 MB, the item texture map is about the same. With all the textures, buffers and caches loaded it could easily come to 5GB.
- The memory limit in Java is for the heap memory. Additionally Java can allocate about the same amount of native direct memory which is used by low-level functions like file buffers, OpenGL buffers, etc. Minecraft uses direct memory for texture buffers and the amount of memory used is directly related to the TP size.
- The AA/AF will use more memory, for 512x TP it could need about 1GB more.
- Forcing AA/AF in video card drivers could be faster and it could use less memory, but it often produces visual artifacts.
- It is hard to tell with a 512x TP if the GPU or the CPU is the limiting factor.
This is quite correct.
The progress percentage shows the amount of features working correctly, not a time estimation.
Works fine for me.
Can you post the error log?
The most helpful is the error log.
This is a Forge bug with Fancy Items.
To reproduce without OptiFine, set Graphics to Fancy with Forge.
Bug fixed, available in next version.
What about ComputerCraft?
OptiFine + Forge #608 works fine for me.
The ComputerCraft bug is found and fixed. This should also fix all other mod items/blocks that are not rendered properly.
The problem was that ForgeModLoader is hiding or renaming at run time the ModLoader compatibility class so that OptiFine can not find it. The new FML runtime deobfuscation may be the reason.
OptiFine now adds fallback to FMLRenderAccessLibrary when Forge is found, but the ModLoader class is not available.
The fix is in the released B1.