It isn't optifine making you run worse when you have a greater than 16x, its the greater than 16x which makes you run slower. It by nature requires more to run.
So your saying optifine is only useful for 16x?
Why do you think so many people used optifine in the first place, there are more reasons than one
And ive posted screenshots in the past on this page to prove its actually optifine making me "run worse" as you explained it, Without optifine my framerate is fine the only problem is the glitched textuers which are annoying after awhile
A while ago a tried the AA version, and whenever I turned anisotropic filtering on and it made all my textures go weird. I ignored it and just installed the smooth edition instead.
Now I turned that on in the Ultra, and got the same problem:
Okay, I downloaded the 1.3.1 preview version, and I can confirm that it does not do its job. If anything, it causes performance loss rather than increasing it. Without any mods installed, Minecraft runs at a constant 60 fps at Far render distance, all options turned up to max. However, with A1 Ultra installed, within 30 seconds, I get the Lag Spike of Death. Looking at the memory in the F3 menu shows that around 80% the memory gets flushed, which is when the lag spike happens.
It doesn't even flush very efficiently... no more than 10% every time, and every time it does, the 80% memory limit is reached even faster, causing increasingly frequent lag spikes which eventually results in Minecraft freezing up and me having to kill its process.
And yes, I did try decreasing the allocated memory to 256 MB, but even that doesn't work, if anything, it causes the threshold at which Minecraft lags to be reached even faster.
I know this isn't (entirely) a system issue, like I said, I can run Minecraft at 60 fps at max settings no problem (I mainly use Optifine for its graphical improvements).
All previous versions of Optifine worked beautifully, but this one seems, well, less than optimized. I'd blame it on the general rush sp614 was in to get this version out to the public. For now, I must run vanilla Minecraft, which isn't a massive deal, but it'd be great if this mod could be fixed ASAP, as I also use it for HD texture packs.
I'm still having this same issue after downloading A2 Ultra. There seems to be a minor increase in the amount of time that it takes to reach the threshold for lag spikes to occur, but they inevitably occur anyway. Obviously not everyone is not having this issue, but I hope it will be fixed soon nonetheless.
Are you sure your video card control panel settings are not conflicting? I have an NVIDIA card and there is options to set it to Application Controlled, maybe you can try that if you haven't already done so.
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You will not touch my jar file. I repeat, you WILL NOT touch my jar file!Keep it simple and use MagicLauncher
maybe a dumb question, but should the ram usage of java go from 900k to 1500k after installing?
also my cpu used to run at about 30%. now java takes up about 30-40% on it's own and was spiking to 100% which was causing the game to freeze everytime it did this. it would unfreeze once the usage came down though.
I have been having issues with newly loaded chunks reloading very quickly, and flashing for about one frame. It's VERY annoying and laggy, what setting do I turn off to fix this?
I found one option that did not quite behave as I expected, and I think this should be made much clearer in the OP.
The option is "Advanced OpenGL".
For "Off", Minecraft will have a relatively high C: (mini chunks processed for display) -- none will be clipped for being behind other chunks.
For "Fast", Minecraft will display chunks around you from front to back. You'll see the chunks in front of you first, and only chunks off in the distance as they are processed and still visible. This gives the smallest C:.
For "Fancy", Minecraft will basically use the painter's algorithm. It will start displaying chunks off in the distance, and then put chunks in front of those. It clips out chunks that are not seen / completely blocked, but it does not clip them as well as "Fast".
I was seeing C:'s of 16-24 in caves on fast, that were 150-200 on fancy and over 400 on off. This is, as I understand it, the amount of data that has to be processed for displaylists, so the less you process, the less on screen and the quicker a frame can be rendered.
This seems to be the number one item to play with for speed. "Fast". Given the clipping, I can't see "Fancy" being worth using -- it does not seem to clip enough and seems to always process more data for no change in the display.
===
I have 4 physical and 4 logical cores on my i7. I figured that smooth, or multicore, would be faster than normal, and eliminate stuttering. Right?
Well, not really. Smooth gives me better consistency on FPS, but doesn't seem to actually load faster.
The real killer is multicore. With fast instead of fancy, Radeon 6750m card, max FPS, I was seeing 150+ FPS followed by -zero-. Changing facing would have a horrible lag spike; moving forward to where a section of extreme hills came into view would have stuttering and dropped FPS.
This was most annoying. Multicore, standing still, does load the world much nicer and faster. But moving is worse than with smooth. But I can't switch -- I can't start with MC, and then move to smooth, as it flushes everything out.
Equally, if I'm on the surface, I want a view distance of "far" (what my server sends) because on the surface I want as much displayed as I can see. But once I go underground, short+32 is usually enough, and faster; I can't just change view distance as it flushes and reloads everything.
And there is no automatic change in view distance. I'd love to have -- now that I understand fast vs fancy -- automatic depth limiting on fast, so it will stop trying to look farther down once it can't see anything else.
(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?
So far I have to say that the new Ultra edition seems to give me amazing results compared to other editions I used to use
I used to use Smooth most of the time, but i really haven't noticed much a difference in framerate other than less laggy chunk loading, but I kept it anyway for the extra graphics options. Now with the Ultra edition, it seems to be better optimized for higher-end PC's like mine, so I get a good 50% + FPS boost using it Even with anisotropic filtering at 16x and AA at 8x, I get about the same framerate as without optifine.
Also, I have not noticed any glitches or problems with the preview so far. All seems to run silky smooth!
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OG Member of BrenyBeast's private BeastCraft Server
Depending on your video card you can open up your Catalyst Control Center or Nvidia Control Panel or whatever you have
And you can see what your AA settings are at, Your AA should be at medium/normal or high/detailed so that way you wont get blurry textures
Its also worth looking at any other settings that are on low like mipmapping detail
I'm glad that you got a 1.3.1 preview out, and it's working mostly great. There were two issues that popped up. If anybody know why these are happening, feel free to tell me. I hope both of these issues can be fixed soon
If I turn on AA (usually, I set it to 4), The clouds start to have jaggedly edges between each of the cloud "blocks" (between what each pixel represents in the clouds image in the jar). This goes away once I turn AA off.
If i turn on Anisotropic Filtering to any degree, the rendering mode switches to bilinear filtering (I'm pretty sure that's the issue; knowing what I know about GL rendering, I think that's what is happening). This is really annoying for low-res textures. It would be cool to have a Bilinear/Pick-Nearest option as a setting (for those running 128x128 texture packs), but it needs to be separate from the Anisotropic Filtering setting.
Optifine both A1 and A2 for 1.3.1 lock my whole computer up solid, which is rare for me. I run Crunch Bang linux and when something freezes I can usually get to the tty to fix it, but optifine is locking my whole comp up. I tried to get a log, but whatever is happening is so fast that there are NO errors thrown in the log I retrieved.
I am running 64 bit crunchbang linux with zombe, modloader, rei's minimap, and optifine, and it only happens when optifine is installed, I will check with optifine alone to see if it is a conflict or just a problem with optifine.
If there is something I can do to help figure out the problem, like more detailed debugging output (I don't know how to do that) please let me know.
So your saying optifine is only useful for 16x?
Why do you think so many people used optifine in the first place, there are more reasons than one
And ive posted screenshots in the past on this page to prove its actually optifine making me "run worse" as you explained it, Without optifine my framerate is fine the only problem is the glitched textuers which are annoying after awhile
I'll keep re-posting until I get a solution...
I'm still having this same issue after downloading A2 Ultra. There seems to be a minor increase in the amount of time that it takes to reach the threshold for lag spikes to occur, but they inevitably occur anyway. Obviously not everyone is not having this issue, but I hope it will be fixed soon nonetheless.
Are you sure your video card control panel settings are not conflicting? I have an NVIDIA card and there is options to set it to Application Controlled, maybe you can try that if you haven't already done so.
thanks in advance
Nope, I install my mods with MC Patcher (magic launcher makes my game laggy...) and the previews are working for me.
thank you
also my cpu used to run at about 30%. now java takes up about 30-40% on it's own and was spiking to 100% which was causing the game to freeze everytime it did this. it would unfreeze once the usage came down though.
Looking for a vanilla server to play on with other adults?
http://www.minecraftforum.net/forums/servers/pc-servers/survival-servers/2330638-serenitatem-1-8-whitelisted-18-only-vanilla
You forgot to turn off anisotropic filtering.
CPU: Same as Always
FPS: 20-80 FPS
Without Optifine: 0-20
Thanks for this awesome mod! Keep up the good work!
The option is "Advanced OpenGL".
For "Off", Minecraft will have a relatively high C: (mini chunks processed for display) -- none will be clipped for being behind other chunks.
For "Fast", Minecraft will display chunks around you from front to back. You'll see the chunks in front of you first, and only chunks off in the distance as they are processed and still visible. This gives the smallest C:.
For "Fancy", Minecraft will basically use the painter's algorithm. It will start displaying chunks off in the distance, and then put chunks in front of those. It clips out chunks that are not seen / completely blocked, but it does not clip them as well as "Fast".
I was seeing C:'s of 16-24 in caves on fast, that were 150-200 on fancy and over 400 on off. This is, as I understand it, the amount of data that has to be processed for displaylists, so the less you process, the less on screen and the quicker a frame can be rendered.
This seems to be the number one item to play with for speed. "Fast". Given the clipping, I can't see "Fancy" being worth using -- it does not seem to clip enough and seems to always process more data for no change in the display.
===
I have 4 physical and 4 logical cores on my i7. I figured that smooth, or multicore, would be faster than normal, and eliminate stuttering. Right?
Well, not really. Smooth gives me better consistency on FPS, but doesn't seem to actually load faster.
The real killer is multicore. With fast instead of fancy, Radeon 6750m card, max FPS, I was seeing 150+ FPS followed by -zero-. Changing facing would have a horrible lag spike; moving forward to where a section of extreme hills came into view would have stuttering and dropped FPS.
This was most annoying. Multicore, standing still, does load the world much nicer and faster. But moving is worse than with smooth. But I can't switch -- I can't start with MC, and then move to smooth, as it flushes everything out.
Equally, if I'm on the surface, I want a view distance of "far" (what my server sends) because on the surface I want as much displayed as I can see. But once I go underground, short+32 is usually enough, and faster; I can't just change view distance as it flushes and reloads everything.
And there is no automatic change in view distance. I'd love to have -- now that I understand fast vs fancy -- automatic depth limiting on fast, so it will stop trying to look farther down once it can't see anything else.
* 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 used to use Smooth most of the time, but i really haven't noticed much a difference in framerate other than less laggy chunk loading, but I kept it anyway for the extra graphics options. Now with the Ultra edition, it seems to be better optimized for higher-end PC's like mine, so I get a good 50% + FPS boost using it Even with anisotropic filtering at 16x and AA at 8x, I get about the same framerate as without optifine.
Also, I have not noticed any glitches or problems with the preview so far. All seems to run silky smooth!
Depending on your video card you can open up your Catalyst Control Center or Nvidia Control Panel or whatever you have
And you can see what your AA settings are at, Your AA should be at medium/normal or high/detailed so that way you wont get blurry textures
Its also worth looking at any other settings that are on low like mipmapping detail
DERP
If I turn on AA (usually, I set it to 4), The clouds start to have jaggedly edges between each of the cloud "blocks" (between what each pixel represents in the clouds image in the jar). This goes away once I turn AA off.
If i turn on Anisotropic Filtering to any degree, the rendering mode switches to bilinear filtering (I'm pretty sure that's the issue; knowing what I know about GL rendering, I think that's what is happening). This is really annoying for low-res textures. It would be cool to have a Bilinear/Pick-Nearest option as a setting (for those running 128x128 texture packs), but it needs to be separate from the Anisotropic Filtering setting.
I am running 64 bit crunchbang linux with zombe, modloader, rei's minimap, and optifine, and it only happens when optifine is installed, I will check with optifine alone to see if it is a conflict or just a problem with optifine.
If there is something I can do to help figure out the problem, like more detailed debugging output (I don't know how to do that) please let me know.
Help?