- not working: AA, AF, connected glass panes, CIT potions, CIT armor, some other things
- some shader packs seem to work
- Fast Render does not like the spectral arrows
- capes and elytra does not work together
Not optimized, do expect it to crash.
Please test it and report back :-)
Can you please add a setting to decrease or increase dragonbreath particles? (or somehow optimize the particles further?)..........Despite the fact i download a preview version, i get a HORIBLE lag (like 1-5 fps) on those particles...the early "15w" snapshots (the time where they introduced the breath attack) didnt have this problem.
.
I now its just a preview yet, just in case you forgot about it (i use intel HD graphics btw).
Description: Batching chunks
java.lang.NullPointerException: Batching chunks
at bqb.a(SourceFile:172)
at bqb.a(SourceFile:72)
at bqb.run(SourceFile:42)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bku.a(WorldClient.java:453)
When you log back in to the game, are you at the correct place in the End, or on a random island / over the void?
OK, that sounds like the game teleported you to your Overworld coordinates in the End, rather than the obsidian platform. It's probably the same bug as I was having in the Nether. It's probably bug MC-89928 causing a crash in Optifine.
- fixed chunk loading on dimension change or teleport
Still producing the same crash and incorrect placement on dimension change. Is the correct file up for download? It had the exact same name and filesize (1395917) as the crashing version of A0.
Installed the alpha version. Currently testing Shaders.
This is with SEUS 10.2 Preview 1 Ultra. There seems to be an problem where you have REALLY dark shadows as you can see in the background. FPS may vary, but my 390 isn't doing too well with these shaders on this VERSION. 1.8 Shaders works perfectly fine 60+ FPS. FPS mostly tanked from something.
I'll try testing other shaders, and come back to post give feedback
Tested using SEUS 10.1 Ultra. FPS is a lot better than 10.2 preview. Guessing most FPS problems is with shaders.
In this picture you can see(hopefully) the wheat is waving, but the plants in front of me are not(idk what they're called). Going to guess this is a shader problem. But in the distance you can see the really dark shadows again. Not sure if this is the Shaders or alpha Optifine.
Lmao i have some problems rendering dogs, villagers and paintings.
For some reason they're invisible when looked at from a certain direction.
Also i had some problems with invisible mobs hitting me, most likely for the same reason (spiders). And no, they weren't invisible because of an active in game effect,
Item Frames in FOV cause entities to not display unless FOV is moving.
Steps to reproduce:
1. Create new world
2. Spawn entites (mobs, dropped items)
3. Place Item Frame
4. Move around
As soon as the Item Frame is out of the FOV, the entities are displayed normally.
Linux Mint, Open source drivers, AMD HD 7770, Oracle Java 8
Edit: Entities behind a visible frame are completely invisible, entities in front are rendered when moving. If the item frame is in the FOV but not visible (behind a block, regardless of frame orientation) then entities stutter. The item frame itself is always visible.
Edit Again: Entities within about 5 blocks of player are always visible
Can you please add a setting to decrease or increase dragonbreath particles? (or somehow optimize the particles further?)..........Despite the fact i download a preview version, i get a HORIBLE lag (like 1-5 fps) on those particles...the early "15w" snapshots (the time where they introduced the breath attack) didnt have this problem.
.
I now its just a preview yet, just in case you forgot about it (i use intel HD graphics btw).
Does the crash look something like this?
When you log back in to the game, are you at the correct place in the End, or on a random island / over the void?
Got this crash when logging into CentrixPVP with Kuda 5.0.6 ULTRA active: https://gist.github.com/ajthemacboy/44faab6b977d80b0aab5
OK, that sounds like the game teleported you to your Overworld coordinates in the End, rather than the obsidian platform. It's probably the same bug as I was having in the Nether. It's probably bug MC-89928 causing a crash in Optifine.
Updated Preview OptiFine A0 for 1.9: Download
- fixed crash on dimension change
- fixed chunk loading on dimension change or teleport
Thank you so much
You rock so hard!
Wow, you're fast, but there are still lots of bugs, so probably the 1.9 version of optifine without bugs will come the next weekend i think.
Good work, keep going!
Updated Preview OptiFine A0 for 1.9: Download
- fixed elytra conflicting with cape
When joining server http://hastebin.com/quselinago.coffee
Microsoft didn't buy the game, they bought the data ordering system.
Anyway, This alpha is pretty tight. I'm sure there are things that can be fixed that I'm not seeing, but no crashes over several hours.
SEUS shaders seems to work, BUT: you have to turn 'normal maps' OFF.
Mayor of Weston City
Still producing the same crash and incorrect placement on dimension change. Is the correct file up for download? It had the exact same name and filesize (1395917) as the crashing version of A0.
Installed the alpha version. Currently testing Shaders.
This is with SEUS 10.2 Preview 1 Ultra. There seems to be an problem where you have REALLY dark shadows as you can see in the background. FPS may vary, but my 390 isn't doing too well with these shaders on this VERSION. 1.8 Shaders works perfectly fine 60+ FPS. FPS mostly tanked from something.
I'll try testing other shaders, and come back to post give feedback
And you even fixed the chunk loading! I can explore again! Makes me wonder why Mojang didn't bother fixing such a huge issue.
Tested using SEUS 10.1 Ultra. FPS is a lot better than 10.2 preview. Guessing most FPS problems is with shaders.
In this picture you can see(hopefully) the wheat is waving, but the plants in front of me are not(idk what they're called). Going to guess this is a shader problem. But in the distance you can see the really dark shadows again. Not sure if this is the Shaders or alpha Optifine.
Tell me what Shaders I should test.
Nevermind, fixed my issue.
Lmao i have some problems rendering dogs, villagers and paintings.
For some reason they're invisible when looked at from a certain direction.
Also i had some problems with invisible mobs hitting me, most likely for the same reason (spiders). And no, they weren't invisible because of an active in game effect,
Actually everythings fine.
v10.1 doesn't has the GlobalIllumination (light bounce)
v10.2 preview 1 Ultra does have it.
It takes many frames, so its completely normal
You can try to disable it in composite. Find the code
vec4 light = vec4(0.0);
light = f(1, vec2(0.0f ), 16.0f, 2.0f, noisePattern);
//light += GetLight(0, vec2(0.0f), 2.0f, 0.5f);
if (light.r >= 1.0f)
{
light.r = 0.0f;
}
if (light.g >= 1.0f)
{
light.g = 0.0f;
}
if (light.b >= 1.0f)
{
light.b = 0.0f;
}
and replace the 2.0f behind the noisePattern with 0.0f and it should run much better!
~niggou
Item Frames in FOV cause entities to not display unless FOV is moving.
Steps to reproduce:
1. Create new world
2. Spawn entites (mobs, dropped items)
3. Place Item Frame
4. Move around
As soon as the Item Frame is out of the FOV, the entities are displayed normally.
Linux Mint, Open source drivers, AMD HD 7770, Oracle Java 8
Edit: Entities behind a visible frame are completely invisible, entities in front are rendered when moving. If the item frame is in the FOV but not visible (behind a block, regardless of frame orientation) then entities stutter. The item frame itself is always visible.
Edit Again: Entities within about 5 blocks of player are always visible