Is there a tutorial somewhere to install the new version without a mod manager like Forge? Or is there some other program that does the job that I could use?
Just download the file from OptiFine.net, and click it.
Rollback Post to RevisionRollBack
Hey. This will probably annoy you if you are trying to scroll down the page.
I've updated all of the files and texture names in my resource pack. However, I'm not sure how to update my ctm, cit, anim, colormap, or mob files. Any help on how to update my 1.12.2-compatible Optifine files to 1.13.1 is appreciated.
The biggest changes made to those features is that they now use the 'optifine' folder instead of 'mcpatcher' (that folder is no longer used at all) and numericIDs are nolonger supported. Rename the 'mcpatcher' folder to 'optifine' (or merge them if you're already using an optifine folder) and change your .properties files so they reference items using minecraft:diamond_axe rather than just using 279 and you should be good to go. May require a little additional tweaking for individual aspects but that should have you pretty set up.
Is there a tutorial somewhere to install the new version without a mod manager like Forge? Or is there some other program that does the job that I could use?
If you're just adding it to vanilla minecraft it should be as easy as double-clicking the .jar and telling it to create the profile. (You may have to right click and choose to open with Java)
Just download the file from OptiFine.net, and click it.
I'm also having issues, and i have tried literaly everything thats come up, I have tried the cmd method, i have tried updating java, i have tried using a jar runner, I have tried double clicking the file
for some reason my windows 10 computer no longer permits use of a .jar file in any capacity. It simply shows a spining circle for 0.001 of a second then acts as if i never ever double triple or even quadruple clicked the icon. The only response i get from the computer thats not a straight up error:
cannot find 'C:\Program'
unable to access jar file
is if i select the "OptiFine_1.13.1_HD_U_E3" with a single left click, then hold down the enter key for about 20 seconds. Doing that then prompts me to install the version of java, that i am already using.
Not really sure what else I can try. I wish it was a simple double click but that option was the first to fail
I'm also having issues, and i have tried literaly everything thats come up, I have tried the cmd method, i have tried updating java, i have tried using a jar runner, I have tried double clicking the file
for some reason my windows 10 computer no longer permits use of a .jar file in any capacity. It simply shows a spining circle for 0.001 of a second then acts as if i never ever double triple or even quadruple clicked the icon. The only response i get from the computer thats not a straight up error:
cannot find 'C:\Program'
unable to access jar file
is if i select the "OptiFine_1.13.1_HD_U_E3" with a single left click, then hold down the enter key for about 20 seconds. Doing that then prompts me to install the version of java, that i am already using.
Not really sure what else I can try. I wish it was a simple double click but that option was the first to fail
Did you right-click the .jar and choose to open with Java Platform Binary? What happens if you just double-click the .jar?
I'm also having issues, and i have tried literaly everything thats come up, I have tried the cmd method, i have tried updating java, i have tried using a jar runner, I have tried double clicking the file
for some reason my windows 10 computer no longer permits use of a .jar file in any capacity. It simply shows a spining circle for 0.001 of a second then acts as if i never ever double triple or even quadruple clicked the icon. The only response i get from the computer thats not a straight up error:
cannot find 'C:\Program'
unable to access jar file
is if i select the "OptiFine_1.13.1_HD_U_E3" with a single left click, then hold down the enter key for about 20 seconds. Doing that then prompts me to install the version of java, that i am already using.
Not really sure what else I can try. I wish it was a simple double click but that option was the first to fail
Your .jar fie association with Java is the problem. It's likely that a tool such as JarFix will correct the issue.
Is there an Optifine version for 1.13.2 or does an existing version work?
Thanks.
No there is not. Looks like right now they are previewing 1.13.1 HD U E4 which means there will probably be at least an E4 release before that start thinking about a 1.13.2 version.
I have a problem with water animations in OptiFine 1.13.2 HD U E4. The problem is barely visible with default textures, but get worse when using Sphax texture pack. SEUS-Renewed-1.0.0 shaders show no water surface. Latest Nvidia drivers on 1080Ti
Why are there two FPS's here? I believe Optifine has this thing, as there only one FPS counter on others.
The first number is the average of the framerate from the last second. The second number is the minimum framerate over the last second. Both numbers refresh every second.
The first number will always be higher or equal to the second number, and neither are wholly representative of your framerate. The average will be brought up or down by anomalies, and in a scenario can say your FPS is 60 when in reality your game is spending 25% of the time at 195FPS and 75% of the time at 15FPS, not a smooth experience by any means. The second number will show 15FPS in this scenario.
I have experienced some annoying stuttering when loading chunks even though my FPS is pretty high and usually stays above 200 with fancy settings on, smooth lighting maxed and 10 chunks render distance.
You'll want to enable the lagometer under the other settings. It'll show you all the frametimes for each frame over the last few seconds. Read the tooltip for the setting to see what each color means. The larger the bar, the longer it took to render that frame, and the bar is colored by how much of the frame was spent doing something.
You can also enable the debug profiler in the same page and it'll show you a pie chart with information on what is taking up the most execution time.
You never told us what your system specifications are, or what settings you're using with Optifine so nobody can really tell you what is wrong. Is the JVM constantly having to run garbage collection because you have a very small amount of RAM? Is chunk loading slow because you're running an old 5400RPM hard drive? Is chunk generation slow because the game is running single threaded or you have a CPU that runs at less than 2GHz?
Take a look around the performance page in the settings and try out the fast renderer and fast math along with lazy chunk loading and the smooth world setting. You can also drop the chunk updates down to 1. It'll mean you can only load 1 chunk per frame, but it'll reduce the impact of chunk loading for each frame as it'll only be loading just one.
Why would I ask the resource pack author when this problem only occurs with OptiFine
Because if resource pack author uses deprecated Optifine features, he/she ought to fix their resource pack.
If, otherwise, it's an actual problem in Optifine, they can report it here with right details.
The mob properties in the mcpatcher folder should be able to have the ability to determine if the texture will be used if it is a baby or not. That way we can have specific textures for baby animals.
Every few seconds ( 3-8 ) the game experiences either a mild stutter or just freezes for a second. The lagometer dropping below 60( but still in the 30-60 range) and a thin yellow line indicate a mild stutter. When the game freezes or a "huge" stutter occurs, I notice a thin white line in the lagometer which goes well below 30. The debug pie chart shows 80% gameRender. What could I do to fix these problems or is that all normal?
In regards to my PC specs, I have Ryzen 5 2600x ( 6C/12T ), GTX 950, 16GB RAM and Sandisk SSD.
Enabling fast render and math along with lazy chunk loading and smooth world setting helps the problem just a bit but does not significantly impact it.
The mob properties in the mcpatcher folder should be able to have the ability to determine if the texture will be used if it is a baby or not. That way we can have specific textures for baby animals.
Suggesting additions/alterations is most effectively done in the issue tracker https://github.com/sp614x/optifine/issues?q=is:open is:issue however you should read the optifine documentation so you can make an informed suggestion. You mention the 'mcpatcher' folder which is no longer used in 1.13 and has been replaced by the 'optifine' folder. If you're playing on an old version of MC that still uses the mcpatcher folder I kind of doubt they'll add an enhancement to an archived version of optifine when there is still so much to add an do with their current builds.
First I would like to say thankyou for the recent version of Optifine for 1.13, absolutely brilliant stuff as always.
Unfortunately the RadialFog shader you provided is not compatible with the 1.13 version of Minecraft, its the shader which correctly renders fog around the player.
It looks like from reading up on the issue that many shaders have broke on the recent update, I do remember you saying that the fog shader was from another shaderpack but I cannot remember which one? I was hoping maybe you remembered where the shader originated from so maybe we could extract a newer version if its even updated.
Absolutely gutted about this, the flat render of the fog kills the game, looks awful.
Just download the file from OptiFine.net, and click it.
The biggest changes made to those features is that they now use the 'optifine' folder instead of 'mcpatcher' (that folder is no longer used at all) and numericIDs are nolonger supported. Rename the 'mcpatcher' folder to 'optifine' (or merge them if you're already using an optifine folder) and change your .properties files so they reference items using minecraft:diamond_axe rather than just using 279 and you should be good to go. May require a little additional tweaking for individual aspects but that should have you pretty set up.
If you're just adding it to vanilla minecraft it should be as easy as double-clicking the .jar and telling it to create the profile. (You may have to right click and choose to open with Java)
I'm also having issues, and i have tried literaly everything thats come up, I have tried the cmd method, i have tried updating java, i have tried using a jar runner, I have tried double clicking the file
for some reason my windows 10 computer no longer permits use of a .jar file in any capacity. It simply shows a spining circle for 0.001 of a second then acts as if i never ever double triple or even quadruple clicked the icon. The only response i get from the computer thats not a straight up error:
cannot find 'C:\Program'
unable to access jar file
is if i select the "OptiFine_1.13.1_HD_U_E3" with a single left click, then hold down the enter key for about 20 seconds. Doing that then prompts me to install the version of java, that i am already using.
Not really sure what else I can try. I wish it was a simple double click but that option was the first to fail
Did you right-click the .jar and choose to open with Java Platform Binary? What happens if you just double-click the .jar?
Your .jar fie association with Java is the problem. It's likely that a tool such as JarFix will correct the issue.
Is there an Optifine version for 1.13.2 or does an existing version work?
Thanks.
No there is not. Looks like right now they are previewing 1.13.1 HD U E4 which means there will probably be at least an E4 release before that start thinking about a 1.13.2 version.
" OptiFine 1.13.2 HD U E4 pre3" is now available for download in the "Preview Versions" list.
EDIT: ..and now "OptiFine 1.13.2 HD U E4", so the answer is yes.
I have a problem with water animations in OptiFine 1.13.2 HD U E4. The problem is barely visible with default textures, but get worse when using Sphax texture pack. SEUS-Renewed-1.0.0 shaders show no water surface. Latest Nvidia drivers on 1080Ti
How come with Optifine installed and me using the Secret Rooms Mod all the SRM blocks are not hidden or/and have no colision?
As I understand it, it's showing what you're averaging. Responding to Impar, forgot to hit the quote button. Oops.
Orange Man bad
that did it. I was so totally stumped by that cause in the past my optifine installed first go never failed! thanks for the epic save! /smile
Ask resource pack author.
Why are there two FPS's here? I believe Optifine has this thing, as there only one FPS counter on others.
The first number is the average of the framerate from the last second. The second number is the minimum framerate over the last second. Both numbers refresh every second.
The first number will always be higher or equal to the second number, and neither are wholly representative of your framerate. The average will be brought up or down by anomalies, and in a scenario can say your FPS is 60 when in reality your game is spending 25% of the time at 195FPS and 75% of the time at 15FPS, not a smooth experience by any means. The second number will show 15FPS in this scenario.
You'll want to enable the lagometer under the other settings. It'll show you all the frametimes for each frame over the last few seconds. Read the tooltip for the setting to see what each color means. The larger the bar, the longer it took to render that frame, and the bar is colored by how much of the frame was spent doing something.
You can also enable the debug profiler in the same page and it'll show you a pie chart with information on what is taking up the most execution time.
You never told us what your system specifications are, or what settings you're using with Optifine so nobody can really tell you what is wrong. Is the JVM constantly having to run garbage collection because you have a very small amount of RAM? Is chunk loading slow because you're running an old 5400RPM hard drive? Is chunk generation slow because the game is running single threaded or you have a CPU that runs at less than 2GHz?
Take a look around the performance page in the settings and try out the fast renderer and fast math along with lazy chunk loading and the smooth world setting. You can also drop the chunk updates down to 1. It'll mean you can only load 1 chunk per frame, but it'll reduce the impact of chunk loading for each frame as it'll only be loading just one.
sigs are dumb
Because if resource pack author uses deprecated Optifine features, he/she ought to fix their resource pack.
If, otherwise, it's an actual problem in Optifine, they can report it here with right details.
I essentially have the same problem, I basically have a hard time when the world loads, here are my settings of my game...
version:1631
fov:0.5
gamma:1.0
saturation:0.0
renderDistance:12
guiScale:2
particles:0
bobView:true
maxFps:260
fboEnable:true
difficulty:3
fancyGraphics:false
ao:1
biomeBlendRadius:2
renderClouds:true
resourcePacks:["vanilla","file/Faithful+1.13.2-rv1.zip"]
incompatibleResourcePacks:[]
lastServer:
lang:en_us
chatVisibility:0
chatColors:true
chatLinks:true
chatLinksPrompt:true
chatOpacity:1.0
snooperEnabled:true
fullscreen:true
enableVsync:false
useVbo:true
hideServerAddress:false
advancedItemTooltips:true
pauseOnLostFocus:false
touchscreen:false
overrideWidth:0
overrideHeight:0
heldItemTooltips:true
chatHeightFocused:1.0
chatHeightUnfocused:0.5
chatScale:1.0
chatWidth:1.0
mipmapLevels:1
forceUnicodeFont:false
useNativeTransport:true
entityShadows:true
mainHand:left
attackIndicator:1
showSubtitles:true
realmsNotifications:true
glDebugVerbosity:1
for optifine:
ofFogType:3
ofFogStart:0.8
ofMipmapType:0
ofOcclusionFancy:false
ofSmoothFps:false
ofSmoothWorld:true
ofAoLevel:1.0
ofClouds:2
ofCloudsHeight:0.0
ofTrees:2
ofDroppedItems:2
ofRain:2
ofAnimatedWater:0
ofAnimatedLava:0
ofAnimatedFire:true
ofAnimatedPortal:true
ofAnimatedRedstone:true
ofAnimatedExplosion:true
ofAnimatedFlame:true
ofAnimatedSmoke:true
ofVoidParticles:true
ofWaterParticles:true
ofPortalParticles:true
ofPotionParticles:true
ofFireworkParticles:true
ofDrippingWaterLava:true
ofAnimatedTerrain:true
ofAnimatedTextures:true
ofRainSplash:true
ofLagometer:false
ofShowFps:true
ofAutoSaveTicks:4000
ofBetterGrass:2
ofConnectedTextures:2
ofWeather:true
ofSky:true
ofStars:true
ofSunMoon:true
ofVignette:1
ofChunkUpdates:1
ofChunkUpdatesDynamic:true
ofTime:0
ofAaLevel:0
ofAfLevel:1
ofProfiler:false
ofBetterSnow:true
ofSwampColors:true
ofRandomEntities:false
ofCustomFonts:false
ofCustomColors:false
ofCustomItems:true
ofCustomSky:false
ofShowCapes:true
ofNaturalTextures:false
ofEmissiveTextures:true
ofLazyChunkLoading:true
ofRenderRegions:false
ofSmartAnimations:true
ofDynamicFov:true
ofAlternateBlocks:true
ofDynamicLights:1
ofScreenshotSize:1
ofCustomEntityModels:false
ofCustomGuis:false
ofShowGlErrors:true
ofFastMath:true
ofFastRender:true
ofTranslucentBlocks:2
Some of my specs:
Machine name: MSI
Operating System: Windows 10 Home Single Language 64-bit (10.0, Build 17134) (17134.rs4_release.180410-1804)
System Manufacturer: Micro-Star International Co., Ltd.
System Model: GP62 2QD
BIOS: E16J3IMS.10E (type: UEFI)
Processor: Intel(R) Core(TM) i5-4210H CPU @ 2.90GHz (4 CPUs), ~2.9GHz
Memory: 4096MB RAM
Available OS Memory: 4018MB RAM
Page File: 5337MB used, 1114MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
Miracast: Available, with HDCP
Microsoft Graphics Hybrid: Supported
DxDiag Version: 10.00.17134.0001 64bit Unicode
Card name: NVIDIA GeForce 940M
Manufacturer: NVIDIA
Chip type: GeForce 940M
DAC type: Integrated RAMDAC
Device Type: Render-Only Device
Device Key: Enum\PCI\VEN_10DE&DEV_1347&SUBSYS_114C1462&REV_A2
Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER]
Device Problem Code: No Problem
Driver Problem Code: Unknown
Display Memory: 4018 MB
Dedicated Memory: 2010 MB
Shared Memory: 2008 MB
If you need any more info, tell me, I'm in a hurry for work right now.
The mob properties in the mcpatcher folder should be able to have the ability to determine if the texture will be used if it is a baby or not. That way we can have specific textures for baby animals.
Yekul10
According to sp614x FPS = "average(vanilla)/minimum" which is why there are two numbers.
Your best bet for trouble-shooting issues like this would be to use the issue tracker here https://github.com/sp614x/optifine/issues?q=is:open is:issue
Suggesting additions/alterations is most effectively done in the issue tracker https://github.com/sp614x/optifine/issues?q=is:open is:issue however you should read the optifine documentation so you can make an informed suggestion. You mention the 'mcpatcher' folder which is no longer used in 1.13 and has been replaced by the 'optifine' folder. If you're playing on an old version of MC that still uses the mcpatcher folder I kind of doubt they'll add an enhancement to an archived version of optifine when there is still so much to add an do with their current builds.
Hello sp614x hope you are good.
First I would like to say thankyou for the recent version of Optifine for 1.13, absolutely brilliant stuff as always.
Unfortunately the RadialFog shader you provided is not compatible with the 1.13 version of Minecraft, its the shader which correctly renders fog around the player.
It looks like from reading up on the issue that many shaders have broke on the recent update, I do remember you saying that the fog shader was from another shaderpack but I cannot remember which one? I was hoping maybe you remembered where the shader originated from so maybe we could extract a newer version if its even updated.
Absolutely gutted about this, the flat render of the fog kills the game, looks awful.
Thankyou for your time and hope to speak soon.