No shader packs use Forge, unfortunately, so your only other option would be to request it in Optifine. Though if memory serves me correctly, there isn't much room left in the vertex format, so the best solution would be a true/false value, I'd say.
SEUS has always been the laggiest shader I've ever used. Even if I turn half of everything off. I can use Sildur's extreme volumetric with ~40FPS, but with standard SEUS renewed I get ~24 with half of things turned off. Hope you can fix the performance.
SUES is likely always going to be a laggy shader simply because of the amount of effects taking place, not to mention the PC you might be using. But if you're really looking to boost performance with it, the two most performance heavy effects are Shadow Res and Global Illumination. Turning Shadow Res to its lowest setting and turning off Global Illumination completely should grant a good amount of FPS back.
I know this was to someone else - but I was having the same issue (loaded shaders and everything was solid colors with a bunch of errors). I am also new to how shaders work. How do I tell if my graphics card can support this? The "internal" shaders work fine when I use those.
Idk if this helps tell you what I have (on the bottom of the shader screen). If you need more info, please let me know!
Thanks for the help.
Internal sahders are the built-in default shaders and they don't add/change pretty much anything, -it's almost like using no shaders at all- so the fact that they do work is no surprise: you aren't technically using any when on that setting. Also regarding your picture: it says right there, "Intel Graphics" which means you also don't use/have a dedicated GPU either.
Having troubles creating normal maps using this shader pack. Normals don't seem to point in the "right" direction. If a normal map is used that has the standard direction of up, the normals point the wrong way in-game.
I've attached the normal map I used as a test. As you can see in the screenshot, the lighting makes it look inwards instead of outwards, and moreover not all sides are lighted correctly. On the box to the the right, the lighting on the left side should come from above, not from beneath.
Are normal maps wrongly rotated on some sides of blocks? I'm using Forge 1.12.2-14.23.2.2624 and OptiFine 1.12.2_HD_U_D1_pre together with SEUS Renewed 1.0.0
I'm curious, if you rotate the normal map accordingly to the (already present?) offset does it fix the problem?
Try with it off? I remember it causing some problems with some mods, not sure if it was shaders too or not, but i remember it acting funny with some resourcepacks.
I'm having a problem with pretty much every Shader pack i try.
I have 2 GTX 1080 Tis in SLI
nearly regardless of whatever shaderpack i use i get a problem with players and myself being reflective.
I am posting here cause i like how the Renewed one looks when it works properly.
i have attached 2 pictures. one using the shader pack and one without. you can see in one of them i appear to be super glossy. Why does this occur and how do you fix it? i know its obviously a problem on my side since every shader pack does it basically
one of the images i have provided also has the F3 dialog open so info is displayed for you guys.
There is a low medium and high setting , but the lines you want are here
It's still in gbuffers_terrain.vsh, starting at line 314...
add /* at line 313 and */ at line 468 to comment waving stuff out.
Example:
/*
<Waving Content>
*/
this will comment out all those lines of code
The new SEUS version 2 has more settings . You'll find that all the newer shaders will have more controls in the shader Options to turn stuff off
I didn't get an option to choose low, medium or high settings. I did find the lines in the file but for me they were from line 402 to 539. Adding the /* before and after */ did make it stop waving, so yay! I had noticed the waving grass section before but I had tried adding // before it (like I would older versions of SEUS) which didn't work. It's good to know to try those symbols in the future. Thanks so, so much!
Rollback Post to RevisionRollBack
❀•.¸¸.•*¨*•.¸¸.• ʕ·͡ᴥ·ʔ •.¸¸.•*¨*•.¸¸.•❀ — You should seek the Journey. It's as a fine tapestry. Complex beyond comprehension —
I can't help you if you don't provide these details:
-Describe your issue thoroughly. Provide a screenshot or video if you can.
-Describe your system specs. If you forget this step, I cannot help in any way. -Include the output log along with your issue report.
-Describe the shaderpack, OptiFine mod version, and Minecraft version that you are running when encountering this issue.
To reiterate:
1) Does the issue happen immediately? Happens after a period of time? Happens when doing an action...?
2) Describe your computer specs--your operating system, your graphic driver version, .etc.
3) If you could, upload the log of the issue to a paste site (I recommend Pastebin) and provide the link.
4) What SEUS version do you have? Optifine version? Minecraft version?
While I can see the screenshot is from a Mac, there's no support sonicether can do himself as that was outlined in the OP:
How do I add volumetric clouds to SEUS Renewed? I don't know why they insist on making those awful clouds as default :-(
I tried looking in composite1.fsh and the next few files, but I couldn't find anything pertaining to the volumetric clouds.
There is no way to add volumetric clouds atm as the old code is now incompatible with SEUS renewed, you will either have to re-code the old volumetric code or come up with new code. You can check out my video on this and see the changes I have already made and future tutorials:
Sorry if this has been asked before, I tried to search with key words but didn't find anything.
Is there a way to solve this blinding brightness with light emitting objects? If there is a light source in view it will make the surrounding so dark that you can't see anything but the light source. Thanks!
This is usually the result of your computer not using the dedicated graphics card, and instead running on Integrated graphics. Do you have a proper GPU? If so, go through the vendor's control panel and set the default OpenGL renderer as your card. If that doesn't do it, you may need to create a custom profile to tell it to specifically use the card, when you launch Minecraft.
If you don't have a proper GPU, then there's nothing you can do. Some shaders such as Chocopic's do support integrated graphics, so it may be worth having a look over there. Mind you, the performance will likely still be abysmal; it depends on your processor's model.
... now, on the off chance that you have no idea what I'm talking about, please press the F3 key and post a screenshot of the game with that info displayed onscreen, here. It's the bit on the top right side that you'd need. This:
Rollback Post to RevisionRollBack
My current PC:
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
I do have a question, though: Will shaders now be more compatible with mods?
Also, that light jitter and that wavy water is nice.
Work is being done to Optifine to improve compatibility with mods, but there really isn't a way to have shaders be perfectly compatible with mods, simply because of how much control the game gives mods, at least from my experience writing mods under 1.7.10. You can quite literally mess with the state of the OpenGL pipeline, and touch things that shaders don't expect to be touched. On top of the fact that Optifine is just one giant hack when it comes to shader support.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Try out Sildurs Shaders ,
Sildurs Enhanced Default [redone] v1.031.zip
or
Sildurs Vibrant Shaders v1.17 Lite.zip
I requested it in Optifine, and sp614x seems agreeable, since the issue now has a "todo" label on it: https://github.com/sp614x/optifine/issues/1256
Yep, we've been talking about it in the shaderLABs Discord. He's already got it in.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
But SEUS does not make bad cliffs under water if you are looking standing out of the water like many other shaders. SFLP & KUDA are working, too.
SUES is likely always going to be a laggy shader simply because of the amount of effects taking place, not to mention the PC you might be using. But if you're really looking to boost performance with it, the two most performance heavy effects are Shadow Res and Global Illumination. Turning Shadow Res to its lowest setting and turning off Global Illumination completely should grant a good amount of FPS back.
Internal sahders are the built-in default shaders and they don't add/change pretty much anything, -it's almost like using no shaders at all- so the fact that they do work is no surprise: you aren't technically using any when on that setting. Also regarding your picture: it says right there, "Intel Graphics" which means you also don't use/have a dedicated GPU either.
I'm curious, if you rotate the normal map accordingly to the (already present?) offset does it fix the problem?
I don’t see the SEUS Renewed screenshots.
Do you have natural textures on? You know, the option that rotates some textures randomly so the tiling is less obvious.
To find out if the culprit is optifine or seus is pretty straightforward, use another shader and see if this still happens.
Try with it off? I remember it causing some problems with some mods, not sure if it was shaders too or not, but i remember it acting funny with some resourcepacks.
I'm having a problem with pretty much every Shader pack i try.
I have 2 GTX 1080 Tis in SLI
nearly regardless of whatever shaderpack i use i get a problem with players and myself being reflective.
I am posting here cause i like how the Renewed one looks when it works properly.
i have attached 2 pictures. one using the shader pack and one without. you can see in one of them i appear to be super glossy. Why does this occur and how do you fix it? i know its obviously a problem on my side since every shader pack does it basically
one of the images i have provided also has the F3 dialog open so info is displayed for you guys.
I didn't get an option to choose low, medium or high settings. I did find the lines in the file but for me they were from line 402 to 539. Adding the /* before and after */ did make it stop waving, so yay! I had noticed the waving grass section before but I had tried adding // before it (like I would older versions of SEUS) which didn't work. It's good to know to try those symbols in the future. Thanks so, so much!
— You should seek the Journey. It's as a fine tapestry. Complex beyond comprehension —
❀ ❀ ❀ ❀
when i put the shaders on everything is just white
...but I can help you with everything else.
I have been playing since 2014. I own the Java, Xbox 360, and Windows 10 Edition of this game
Motion designed 20+ animated Minecraft intros
There is no way to add volumetric clouds atm as the old code is now incompatible with SEUS renewed, you will either have to re-code the old volumetric code or come up with new code. You can check out my video on this and see the changes I have already made and future tutorials:
Sorry if this has been asked before, I tried to search with key words but didn't find anything.
Is there a way to solve this blinding brightness with light emitting objects? If there is a light source in view it will make the surrounding so dark that you can't see anything but the light source. Thanks!
Help! This is what I get when I run the mod :0
This is usually the result of your computer not using the dedicated graphics card, and instead running on Integrated graphics. Do you have a proper GPU? If so, go through the vendor's control panel and set the default OpenGL renderer as your card. If that doesn't do it, you may need to create a custom profile to tell it to specifically use the card, when you launch Minecraft.
If you don't have a proper GPU, then there's nothing you can do. Some shaders such as Chocopic's do support integrated graphics, so it may be worth having a look over there. Mind you, the performance will likely still be abysmal; it depends on your processor's model.
... now, on the off chance that you have no idea what I'm talking about, please press the F3 key and post a screenshot of the game with that info displayed onscreen, here. It's the bit on the top right side that you'd need. This:
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
Work is being done to Optifine to improve compatibility with mods, but there really isn't a way to have shaders be perfectly compatible with mods, simply because of how much control the game gives mods, at least from my experience writing mods under 1.7.10. You can quite literally mess with the state of the OpenGL pipeline, and touch things that shaders don't expect to be touched. On top of the fact that Optifine is just one giant hack when it comes to shader support.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
My latest video tutorial on adding light jitter is up now to view.