Hey there, this is not working with my current installation. Is this not updated for the latest versions of Forge? Tried 3 and 4 both. Here's my crash report.
- extended CEM to load textures from vanilla folders
- added custom model animations, test resource pack: http://optifine.net/tmp/CustomEntityModels.zip
- added system property "animate.model.living", when "true" all mob models are rendered as moving
- fixed rendering of invalid models (null quad facing)
Set my render distance to 64 and it worked fine though the fog didn't render all the way out (might require another setting change?).
My GTX 970/i5-6500/16GB RAM couldn't quite handle it, though! Hope a 1070 after Black Friday/Cyber Monday will be up to the task.
I was using about 35% of my 4GB allocated RAM.
I have a gtx 1070, and it seems to be able to handle it. I disabled Optifine, set render distance to 64 in options.txt as described in earlier posts, set up an IC2 chunk loader, and traveled 1000 blocks to the south. From there, I could just barely make out a shape in the distance that I'm fairly sure is my layer-160 row of cables with wind turbines (though the rotors weren't visible at this distance) and the access tower I built for them (even though I hadn't configured the chunk loader to keep the chunk with the access tower loaded). Might be easier to see if wasn't nighttime and raining, but if my screen was less than 1440p, I don't think I would have been able to make it out.
I have a gtx 1070, and it seems to be able to handle it. I disabled Optifine, set render distance to 64 in options.txt as described in earlier posts, set up an IC2 chunk loader, and traveled 1000 blocks to the south. From there, I could just barely make out a shape in the distance that I'm fairly sure is my layer-160 row of cables with wind turbines (though the rotors weren't visible at this distance) and the access tower I built for them (even though I hadn't configured the chunk loader to keep the chunk with the access tower loaded). Might be easier to see if wasn't nighttime and raining, but if my screen was less than 1440p, I don't think I would have been able to make it out.
Oh, without OptiFine, I don't even like to render 32 chunks. With OptiFine, I set chunk updates to 5 for faster world loading, but lower FPS. Unmodified Minecraft loads chunks far too slowly for my taste—doesn't matter how much RAM, CPU, or GPU one feeds it.
At 64, I would get 100's of FPS at times, but would drop to single-digits at others. Seemed to run similar to how it does with a shader—right around 25-35 FPS. This is with every setting I can find set to as high as I can and 4GB or RAM allocated.
I made a new world with no options, forgot to set it to creative but switched LAN/cheats changed the game mode. Attached is a 64-chunk, 1920x1080 render distance screenshot. I consistently ran at 60 FPS or better, 70-80 usually, so it might just be that my two-year-old world runs a little slower than a new one. However, the chunks at the very edge of the horizon loaded super slow and in some cases seemed not to load at all, unless that's just because the fog isn't rendering. Again, that might be a setting or something I'm not doing right.
@sp614x, how would you like one to test for RAM usage? I'd be happy to do so.
ATTACHMENTS
2016-10-11_19.02.01
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@Sharpe103 I had disabled Optifine because I had gotten the (possibly mistaken) impression from other posts that setting it via editing configs doesn't actually work with Optifine enabled, and it seems I misunderstood what you meant about your 970 not being able to handle it. I was only testing to make sure it actually rendered that far without crashing. I wasn't checking fps that carefully.
java.lang.Error: java.lang.reflect.InvocationTargetException at
slimeknights.mantle.pulsar.internal.BusExceptionHandler.handle(BusExceptionHandler.java:30)
With the previous version of Tinker's Construct (2.5.3), I was getting an old crash from back in April: Log. Initial error:
java.lang.NullPointerException: Initializing game
at slimeknights.tconstruct.library.client.model.MaterialModel.bakeIt(MaterialModel.java:75)
It'd be nice to have this fixed. My friend has such an old laptop with an embedded Intel chip that he can't run Minecraft without Optifine, and we always run our modpack with Tinker's.
Updated preview OptiFine C4 with a bugfix.
The delayed sprite initialization was not working.
The game crashes way sooner in the initialization phase now with C4, and with a similar error:
java.lang.Error: java.lang.reflect.InvocationTargetException
at slimeknights.mantle.pulsar.internal.BusExceptionHandler.handle(BusExceptionHandler.java:30)
With 64 chunks render distance rhe world only renders up to 32 chunk render distance. The chunks between 32 and 64 chunks render distance are not loaded (i cant summon mobs in them).
It seems as though the chunks aren't rendered past 32 (and thus, no fog), until one moves toward them. Then, after returning and looking back, the chunks remain loaded (and show fog). I'm not saying that's the case; it doesn't make much sense to me. Just saying that I can, with 100% certainty, see farther than 32 chunks when I change the "optionsof" config file. My SSP world has passed its second anniversary; I know what I can see from my home base and what I can't, particularly when its a sky-scraping tower.
I'm not saying everything is 100% perfect, though.
Looking west from my tower with the render distance changed to 48:
That is 32 chunks—I know because 32 chunks ends right on the far side of that bridge—but the fog isn't rendering.
Looking north from same location after moving forward then backing up (changed mode to spectator in copy of world for testing):
Checked again after perhaps 10 minutes and the screen looks exactly the same. It's not that I haven't given the chunks enough time to unload (30 seconds?).
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I have encountered a major issue with 1.10.2 and I would like to ask if anyone could help me figure out what is the problem.
The issue is with fps and loading shaders; I currently have 5,122mb of Ram allocated to MC and am running the Hermitpack with Optifine c4 pre-release.
Loading the game is as normal, but loading a save file is unusually slow (5+min) with in-game fps constantly freezing. When I try and load shaders the game crashes with an out of memory error.
These problems do not occur in my 1.7.10 Infinity FTB pack which has 20+ more mods and runs shaders & 2 texturepacks at 35-45fps with no freezing.
Did something happen to the game which made it significantly slower than previous versions?, or is it perhaps something wrong with my game set up?
MalisisCore/Doors/Blocks release 1.10.2 is still broken, 1.9.4 release works fine.
Try changing the loading order. I've been playing with Malisis 1.10.2 with no issues. Just put a ` before the name so it loads first or a Zzzz at the end so it loads last. Done this to a few mods that seem to crash my server/client.
but nothing changes in game. I know my file is in the correct location as other properties in it do work how they're supposed to. Also, would it be possible to add custom colors for text written inside a book?
Didn't get a response to this, but if it not working is a bug it should be addressed.
but nothing changes in game. I know my file is in the correct location as other properties in it do work how they're supposed to. Also, would it be possible to add custom colors for text written inside a book?
Fixed the custom sign text color, coming in next preview.
The custom text colors (formatting codes) should also work inside a book.
I have encountered a major issue with 1.10.2 and I would like to ask if anyone could help me figure out what is the problem.
The issue is with fps and loading shaders; I currently have 5,122mb of Ram allocated to MC and am running the Hermitpack with Optifine c4 pre-release.
Loading the game is as normal, but loading a save file is unusually slow (5+min) with in-game fps constantly freezing. When I try and load shaders the game crashes with an out of memory error.
These problems do not occur in my 1.7.10 Infinity FTB pack which has 20+ more mods and runs shaders & 2 texturepacks at 35-45fps with no freezing.
Did something happen to the game which made it significantly slower than previous versions?, or is it perhaps something wrong with my game set up?
The slow loading, FPS stutter and OutOfMemory can all be caused by inadequate memory allocation. Both too little and too much memory can cause this. The 5 GB RAM is too much for a mod pack, usually 1-2 GB should be enough. The shaders do not need additional memory. Also do not allocate to MC more than half of the PC RAM or the FPS may begin to stutter.
It seems as though the chunks aren't rendered past 32 (and thus, no fog), until one moves toward them. Then, after returning and looking back, the chunks remain loaded (and show fog)....
The internal server has a hardcoded limit of 32 chunks, so it will not load more that 32 chunks around the player.
The client can cache more than 32 chunks (depending on the settings) and it can show more than 32 chunks if the player is moving around.
The internal server has a hardcoded limit of 32 chunks, so it will not load more that 32 chunks around the player.
The client can cache more than 32 chunks (depending on the settings) and it can show more than 32 chunks if the player is moving around.
Oh, so the render distance has not been increased yet?
Pardon, in my excitement, I thought it had, despite not being listed in the changelog you posted in this thread. My mistake.
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Hey there, this is not working with my current installation. Is this not updated for the latest versions of Forge? Tried 3 and 4 both. Here's my crash report.
http://pastebin.com/3RNPyese
Set my render distance to 64 and it worked fine though the fog didn't render all the way out (might require another setting change?).
My GTX 970/i5-6500/16GB RAM couldn't quite handle it, though! Hope a 1070 after Black Friday/Cyber Monday will be up to the task.
I was using about 35% of my 4GB allocated RAM.
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
Does this fix the errors with malisiscore & railcraft?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272953-optifine-hd-c3-fps-boost-dynamic-lights-shaders?comment=52868
I have a gtx 1070, and it seems to be able to handle it. I disabled Optifine, set render distance to 64 in options.txt as described in earlier posts, set up an IC2 chunk loader, and traveled 1000 blocks to the south. From there, I could just barely make out a shape in the distance that I'm fairly sure is my layer-160 row of cables with wind turbines (though the rotors weren't visible at this distance) and the access tower I built for them (even though I hadn't configured the chunk loader to keep the chunk with the access tower loaded). Might be easier to see if wasn't nighttime and raining, but if my screen was less than 1440p, I don't think I would have been able to make it out.
Oh, without OptiFine, I don't even like to render 32 chunks. With OptiFine, I set chunk updates to 5 for faster world loading, but lower FPS. Unmodified Minecraft loads chunks far too slowly for my taste—doesn't matter how much RAM, CPU, or GPU one feeds it.
At 64, I would get 100's of FPS at times, but would drop to single-digits at others. Seemed to run similar to how it does with a shader—right around 25-35 FPS. This is with every setting I can find set to as high as I can and 4GB or RAM allocated.
I made a new world with no options, forgot to set it to creative but switched LAN/cheats changed the game mode. Attached is a 64-chunk, 1920x1080 render distance screenshot. I consistently ran at 60 FPS or better, 70-80 usually, so it might just be that my two-year-old world runs a little slower than a new one. However, the chunks at the very edge of the horizon loaded super slow and in some cases seemed not to load at all, unless that's just because the fog isn't rendering. Again, that might be a setting or something I'm not doing right.
@sp614x, how would you like one to test for RAM usage? I'd be happy to do so.
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
@Sharpe103 I had disabled Optifine because I had gotten the (possibly mistaken) impression from other posts that setting it via editing configs doesn't actually work with Optifine enabled, and it seems I misunderstood what you meant about your 970 not being able to handle it. I was only testing to make sure it actually rendered that far without crashing. I wasn't checking fps that carefully.
Getting a crash upon startup from Mantle when running the latest Tinker's Construct (2.5.5) and Mantle (1.0.0) in 1.10.2.
EnderIO seems to be referenced, but removing it does not prevent the crash.
Here's my log. Initial error:
With the previous version of Tinker's Construct (2.5.3), I was getting an old crash from back in April: Log. Initial error:
It'd be nice to have this fixed. My friend has such an old laptop with an embedded Intel chip that he can't run Minecraft without Optifine, and we always run our modpack with Tinker's.
Updated preview OptiFine C4 with a bugfix.
The delayed sprite initialization was not working.
Thank you sp614x, this update fixed the issues with extrautilities (at least for me)!!!
RailCraft appears to be fixed.
MalisisCore/Doors/Blocks release 1.10.2 is still broken, 1.9.4 release works fine.
The game crashes way sooner in the initialization phase now with C4, and with a similar error:
Here's my new log
EDIT: Apologies, this was due to using the latest recommended Forge version. Updating to 2105 fixed it and allowed Optifine to load.
It seems as though the chunks aren't rendered past 32 (and thus, no fog), until one moves toward them. Then, after returning and looking back, the chunks remain loaded (and show fog). I'm not saying that's the case; it doesn't make much sense to me. Just saying that I can, with 100% certainty, see farther than 32 chunks when I change the "optionsof" config file. My SSP world has passed its second anniversary; I know what I can see from my home base and what I can't, particularly when its a sky-scraping tower.
I'm not saying everything is 100% perfect, though.
Looking west from my tower with the render distance changed to 48:
That is 32 chunks—I know because 32 chunks ends right on the far side of that bridge—but the fog isn't rendering.
Looking north from same location after moving forward then backing up (changed mode to spectator in copy of world for testing):
Checked again after perhaps 10 minutes and the screen looks exactly the same. It's not that I haven't given the chunks enough time to unload (30 seconds?).
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
I have encountered a major issue with 1.10.2 and I would like to ask if anyone could help me figure out what is the problem.
The issue is with fps and loading shaders; I currently have 5,122mb of Ram allocated to MC and am running the Hermitpack with Optifine c4 pre-release.
Loading the game is as normal, but loading a save file is unusually slow (5+min) with in-game fps constantly freezing. When I try and load shaders the game crashes with an out of memory error.
These problems do not occur in my 1.7.10 Infinity FTB pack which has 20+ more mods and runs shaders & 2 texturepacks at 35-45fps with no freezing.
Did something happen to the game which made it significantly slower than previous versions?, or is it perhaps something wrong with my game set up?
Try changing the loading order. I've been playing with Malisis 1.10.2 with no issues. Just put a ` before the name so it loads first or a Zzzz at the end so it loads last. Done this to a few mods that seem to crash my server/client.
Didn't get a response to this, but if it not working is a bug it should be addressed.
Fixed the custom sign text color, coming in next preview.
The custom text colors (formatting codes) should also work inside a book.
The slow loading, FPS stutter and OutOfMemory can all be caused by inadequate memory allocation. Both too little and too much memory can cause this. The 5 GB RAM is too much for a mod pack, usually 1-2 GB should be enough. The shaders do not need additional memory. Also do not allocate to MC more than half of the PC RAM or the FPS may begin to stutter.
The internal server has a hardcoded limit of 32 chunks, so it will not load more that 32 chunks around the player.
The client can cache more than 32 chunks (depending on the settings) and it can show more than 32 chunks if the player is moving around.
Hey can I ask why enabling AF completely tanks my FPS when normally this setting would never touch the framerate?
R7 370 2GB
Athlon 860k quad core 3.7ghz
8GB Ram
64bit java (latest)
I use Vsync and the framerate drops as low as 10fps, I can't seem to use both.
Oh, so the render distance has not been increased yet?
Pardon, in my excitement, I thought it had, despite not being listed in the changelog you posted in this thread. My mistake.
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures