Like the OP says, any version of Optifine past 1.8.0 HD U D2 doesn't work.
Hi Jonny , sp16x is going over the ShadersMod-v2.4.12mc1.8 sources to see if he can find the conflict . I may be of no help at this time . I'm testing Window 10 Insider build 10176 with New AMD 15.7 Win10 WDM v2 DirectX 12 and whatever OpenGL driver ships with it . all I can say is Optifime and Shaders are fighting over Frame Buffers . Chances are that the next OPtifine verson will have a fix
Where did you learn how to make shader packs? I searched on google and youtube but every time it only tells people how to install it not make it.
Well... not all of the new things in my shader I wrote I did have some help but its really just messing around, in other words trial and error. I recommend trying to make a basic lens-flare by looking at the lens-flare code and changing numbers also I recommend doing that in Chocopic13 V5 or like me V5 fix 2, thats pretty much how i started.
EDIT: also my shader isn't from scratch its based off Chocopic13 V5 fix 2
EDIT 2: also there are no tutorials the way above is how people normally start out.
Well... not all of the new things in my shader I wrote I did have some help but its really just messing around, in other words trial and error. I recommend trying to make a basic lens-flare by looking at the lens-flare code and changing numbers also I recommend doing that in Chocopic13 V5 or like me V5 fix 2, thats pretty much how i started.
EDIT: also my shader isn't from scratch its based off Chocopic13 V5 fix 2
EDIT 2: also there are no tutorials the way above is how people normally start out.
Oh well, i'll just start with high performance shaders. And do you have any tip?
Like the OP says, any version of Optifine past 1.8.0 HD U D2 doesn't work.
Well, I can run it with optifine D5 without further problems, meaning only the glitches I also get with D2, I noticed for shaders mod to work with optifine you need to disable antialiasing and anisotropic filtering in optifine and to get it to work with D5 you need to disable fast render. Antisotropic filtering makes the textures stretched and weird looking while the other two make the texed blocked like mentioned above.
Hi Jonny , sp16x is going over the ShadersMod-v2.4.12mc1.8 sources to see if he can find the conflict . I may be of no help at this time . I'm testing Window 10 Insider build 10176 with New AMD 15.7 Win10 WDM v2 DirectX 12 and whatever OpenGL driver ships with it . all I can say is Optifime and Shaders are fighting over Frame Buffers . Chances are that the next OPtifine verson will have a fix
That's awesome news!
He must have enough ppl posting asking for help on his thread, or something. Karyonix's problem is that there is no source, and when OF is integrated into the MCP install it doesn't deobfuscuate OF so he can determine the cause and fix it.
So, he would have to manually deofuscuate OF to find and fix the problem between ShadersMod and OF.
But, having that Karyonix released his source, sp614x already has all of that data to reverse engineer and help out :).
Plus, Karyonix is far too busy IRL, he got a promotion at this job! W00t!
Well, I can run it with optifine D5 without further problems, meaning only the glitches I also get with D2, I noticed for shaders mod to work with optifine you need to disable antialiasing and anisotropic filtering in optifine and to get it to work with D5 you need to disable fast render. Antisotropic filtering makes the textures stretched and weird looking while the other two make the text blocks like mentioned above.
Yes, AA and AF have always had to be disabled. Even since 1.6 and 1.7. Well, maybe back then AF could be enabled, but never AA.
Yes, I read about the fast render bug somewhere as well.
Are you running non-forge?
I'd be curious to do some tests myself, FPS wise as well...
I'm running it with the newest forge version and have optifine just in the mod folder for forge to load. I do have lightloader active as well but I don't think that has anything to do with the working setup. I did have fast render disabled because I do have a graphic card which is quite good and it makes no sense to me to give more work to my processor instead, that it doesn't work with fast render was discovered yesterday when a friend of mine tried to set it up and it was enabled there. So there might be a 4th option that has to be set a specific way that we just haven't touched but it should work out of the box if you just disable the 3 mentioned settings.
I'm running it with the newest forge version and have optifine just in the mod folder for forge to load. I do have lightloader active as well but I don't think that has anything to do with the working setup. I did have fast render disabled because I do have a graphic card which is quite good and it makes no sense to me to give more work to my processor instead, that it doesn't work with fast render was discovered yesterday when a friend of mine tried to set it up and it was enabled there. So there might be a 4th option that has to be set a specific way that we just haven't touched but it should work out of the box if you just disable the 3 mentioned settings.
Are you running Forge 1450 - 1468, or newer with ShadersMod 2.4.12?
Any ideas as to what's going on here? I've tested with a few different things, and this seems to only occur with enchanted armor. I /think/ it has something to do with the animations for the armor icon glow effect ( the glowing effect works fine on the display model ) while its in the armor slot, but as can be seen the issue does not carry over if it's in any other slot. That's what I assume the issue to be, at least, and have absolutely no idea how to go about fixing it.
Graphics card is a GTX 430, if that;s needed.
EDIT: Also, before anyone asks, yes I am positive forge/shaders is up to date.
EDIT#2: Also forgot to mention that while the glow effect works on the display model, the animation freezes in the icon slot. Works fine in any other slot besides the armor slot, though.
Any ideas as to what's going on here? I've tested with a few different things, and this seems to only occur with enchanted armor. I /think/ it has something to do with the animations for the armor icon glow effect ( the glowing effect works fine on the display model ) while its in the armor slot, but as can be seen the issue does not carry over if it's in any other slot. That's what I assume the issue to be, at least, and have absolutely no idea how to go about fixing it.
Graphics card is a GTX 430, if that;s needed.
EDIT: Also, before anyone asks, yes I am positive forge/shaders is up to date.
Ya i have same problem, its kind of annoying because you cant see your enchants or durability.
Ya i have same problem, its kind of annoying because you cant see your enchants or durability.
Yep. What absolutely baffles me, though, is how this is only an issue whilst it's in the armor slot. I could understand it better if it occurred with any enchanted item regardless of slot used, but to be as specific as this is strange. Maybe the display model is to blame?
Optifine-1.8-HD-U-D5 (which works surprisingly with the shaders mod. before someone tells me it only supports D2, well, I get the same problem with D2 and I upgraded because I thought it would fix it.)
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Both shaders i have has a blur issue. Outlines are very "low graphics" and blurry while foilage animations seems chunky. Is it something with my vanilla settings?
but not beautiful,complete water-reflected should not require much higher performance,and Specular map reflection also use "screen space reflections",imaging effect not good
Hi Jonny , sp16x is going over the ShadersMod-v2.4.12mc1.8 sources to see if he can find the conflict . I may be of no help at this time . I'm testing Window 10 Insider build 10176 with New AMD 15.7 Win10 WDM v2 DirectX 12 and whatever OpenGL driver ships with it . all I can say is Optifime and Shaders are fighting over Frame Buffers . Chances are that the next OPtifine verson will have a fix
Not to mention you will lose 20+ fps when having them :/
Where did you learn how to make shader packs? I searched on google and youtube but every time it only tells people how to install it not make it.
Well... not all of the new things in my shader I wrote I did have some help but its really just messing around, in other words trial and error. I recommend trying to make a basic lens-flare by looking at the lens-flare code and changing numbers also I recommend doing that in Chocopic13 V5 or like me V5 fix 2, thats pretty much how i started.
EDIT: also my shader isn't from scratch its based off Chocopic13 V5 fix 2
EDIT 2: also there are no tutorials the way above is how people normally start out.
Creator of Oceano Shaders, feel free to contact me via the Shader Labs discord server found here
This is not true, with the modified version of SEUS I have made I have volumetric clouds at a cost of around 5-8fps.
Oh well, i'll just start with high performance shaders. And do you have any tip?
Don't give up, its tempting.
Creator of Oceano Shaders, feel free to contact me via the Shader Labs discord server found here
Well, I can run it with optifine D5 without further problems, meaning only the glitches I also get with D2, I noticed for shaders mod to work with optifine you need to disable antialiasing and anisotropic filtering in optifine and to get it to work with D5 you need to disable fast render. Antisotropic filtering makes the textures stretched and weird looking while the other two make the texed blocked like mentioned above.
That's awesome news!
He must have enough ppl posting asking for help on his thread, or something. Karyonix's problem is that there is no source, and when OF is integrated into the MCP install it doesn't deobfuscuate OF so he can determine the cause and fix it.
So, he would have to manually deofuscuate OF to find and fix the problem between ShadersMod and OF.
But, having that Karyonix released his source, sp614x already has all of that data to reverse engineer and help out :).
Plus, Karyonix is far too busy IRL, he got a promotion at this job! W00t!
Yes, AA and AF have always had to be disabled. Even since 1.6 and 1.7. Well, maybe back then AF could be enabled, but never AA.
Yes, I read about the fast render bug somewhere as well.
Are you running non-forge?
I'd be curious to do some tests myself, FPS wise as well...
I'm running it with the newest forge version and have optifine just in the mod folder for forge to load. I do have lightloader active as well but I don't think that has anything to do with the working setup. I did have fast render disabled because I do have a graphic card which is quite good and it makes no sense to me to give more work to my processor instead, that it doesn't work with fast render was discovered yesterday when a friend of mine tried to set it up and it was enabled there. So there might be a 4th option that has to be set a specific way that we just haven't touched but it should work out of the box if you just disable the 3 mentioned settings.
Are you running Forge 1450 - 1468, or newer with ShadersMod 2.4.12?
So here's my issue, with screenshots for ease.
Without enchanted armor:
Yeah, all normal there. With enchanted armor:
Any ideas as to what's going on here? I've tested with a few different things, and this seems to only occur with enchanted armor. I /think/ it has something to do with the animations for the armor icon glow effect ( the glowing effect works fine on the display model ) while its in the armor slot, but as can be seen the issue does not carry over if it's in any other slot. That's what I assume the issue to be, at least, and have absolutely no idea how to go about fixing it.
Graphics card is a GTX 430, if that;s needed.
EDIT: Also, before anyone asks, yes I am positive forge/shaders is up to date.
EDIT#2: Also forgot to mention that while the glow effect works on the display model, the animation freezes in the icon slot. Works fine in any other slot besides the armor slot, though.
Ya i have same problem, its kind of annoying because you cant see your enchants or durability.
Yep. What absolutely baffles me, though, is how this is only an issue whilst it's in the armor slot. I could understand it better if it occurred with any enchanted item regardless of slot used, but to be as specific as this is strange. Maybe the display model is to blame?
From my post on the page before this one:
Both shaders i have has a blur issue. Outlines are very "low graphics" and blurry while foilage animations seems chunky. Is it something with my vanilla settings?
but not beautiful,complete water-reflected should not require much higher performance,and Specular map reflection also use "screen space reflections",imaging effect not good
How did you get it to work with Forge? cant seem to do it, either it doesnt load the mod or it crashes
If you are running just ShadersMod 2.4.12 (the latest for MC 1.8 and Forge), you can use any version of forge 1469+.
If you are running ShadersMod 2.4.12 with Optifine 1.8.0 HD U D2 (D3-D4 cause issues -- testing D5), you have to use forge 1450 or 1468.
To run OptiFine with Shaders, turn off these options:
- Antialiasing -> OFF
- Anisotropic Filtering -> OFF
- Natural Textures -> OFF
- Fast Render -> OFF (this causes the broken text and OpenGL warnings in the console)
OptiFine 1.8 HD Ultra D5 should work with ShadersMod_v2.4.12 and Forge #1486.
Tested with Sildurs Vibrant Shaders.