I don't get it.
I am using Minecraft 1.5.2
I installed minecraftforge-universal-1.5.2-7.8.1.738 in my minecraft.jar and deleted META-INF (over wrote the minecraft.jar).
I installed Optifine 1.5.2 HD U D3 (over wrote the minecraft.jar).
I installed Shaders Mod 2.0.0 for use with Minecraft 1.5.2 and OptiFine Ultra D3 (over wrote the minecraft.jar).
I threw the SEUS v10.0 Ultra DOF & standard.rar into the "shaderpacks" folder i created in the .minecraft directory.
It doesn't matter what shader pack i select, my game runs at less than 15fps, artifacts become extremely prevelant then crashes in 1-3 min.
It doesn't matter what settings i change in optifine (even the most optimal settings or the defualt), my game still runs at less than 15fps and crashes in 1-3 min.
My rig:
CPU: i7 3770k @ 4.5Ghz
GPU ASUS GTX 670 (latest driver)
RAM: 16Gig
- surely my rig cannot be at fault?
What have i done wrong... this is drving me NUTS!
Hmm i actually found out that minecraft isnt fully utilizing my GPU power....
I decided to look at my video cards performance log while i was running minecraft and my GPU clock was showing 324MHz (which is its idle state/power save clock).
Minecraft pretty much only requires 50-60% of my GPU while running a shader mod, but my FPS stays at an abysmal (less than) 14 fps when the GPU is clocked at 324MHz. When i am lucky my card boosts up to 1175MHz and i acheive almost 30fps, but this is very random and seldom.
What the hell is going on here :/
GLSL Shaders Mod (updated by karyonix) v2.0.1 beta 6 for Minecraft 1.6.2
Require forge.
Currently incompatible with OptiFine.
(OptiFine-compatible version is planned but not done yet.)
Probably incompatible with many mods.
Download ShadersModCore-mc1.6.2-f804-v2.0.1-beta6.jar Download link 1 (hotfile) Download link 2 (mediafire)
If the above links do not work, use alternative links in spoiler.
Change log
2.0.1 beta6
Multiple depth buffers.
Multiple shadow depth buffers with shadow color buffer.
2.0.1 beta5
Fixed rendering of downloaded player skin.
2.0.1 beta4
Fixed depth bug from beta3.
2.0.1 beta3
Fixed opaque white box covering horse head.
Removed linear-mipmap-linear option from texture minification filtering option.
A little optimization. This version is almost as fast as preview 3 when no new features are used.
New bug! smooth DOF effect does not work.
2.0.1 beta2
Fix Skeleton texture bug.
Skip drawing circular shadow.
User can change mipmap option for block texture.
2.0.1 beta1
Sonic Ether has added his new features to this mod and fixed some bugs.
Now it is compatible with Sonic Ether's Unbelievable Shaders v10.0.
Normal map and specular map naming has changed from preview 3 to be more consistent with prior versions.
Before install
- Use Mojang's Minecraft Launcher to run Minecraft 1.6.2. Then close it.
- Install minecraftforge with minecraftforge installer. (download page)
I test it on version 9.10.0.804 .
- Use Mojang's Minecraft Launcher.
Select "Forge" in profile box at lower left corner of launcher window.
Play.
You should see "Mods" button in title screen below "Multiplayer" button.
Check whether everything is alright and close. Installation
- Put ShadersModCore-xxxx.jar in .minecraft/mods folder. Run
- Use Mojang's Minecraft Launcher to run Minecraft 1.6.2 with profile Forge.
- Open Option menu, Shaders... button. Click open shaderpacks folder.
- Put shaderpack in the folder.
- In Shaders screen click shaderpack name.
Normal map and specular map name
- Insert _n or _s before .png at the end of texture name in resource pack.
It will end with "_n.png" or "_s.png" .
Example
- texture in resource pack : assets\minecraft\textures\blocks\cobblestone.png
- normal map in resource pack : assets\minecraft\textures\blocks\cobblestone_n.png
- specular map in resource pack : assets\minecraft\textures\blocks\cobblestone_s.png
Plan for further development
- Make OptiFine-compatible edition. (moved to first in the list)
- Convert the loading process to make class modification at load time instead of just loading modded class.
- Improve compatibility with other mods.
You can report bugs and incompatibilities.
I cannot fix everything quickly. But I will do what I can.
That's really strange. What about your CPU-Temperatures? Maybe it went too hot and started to throttle.
Ivys can get pretty hot compared to older processors.
Edit: Actually it seems like i suffer from the same problem, but not that much then you. My fps go down to 30-40 sometimes while no CPU-Core is close to 100% load. The Graphic-Card is'nt the problem either,
Lol if you didn't ready my 3770k is over clocked to 4.5 (perfectly stable) and when gaming the temperature does not go over 60c.
My CPU is 100% not the problem.
There were extremely rare occasions where my GPU would infact bump up to its max over clock (1172MHz) and i would acheive 30fps, but this hardly happens, or in most cases not at all. I am usually stuck at less than 15 fps whish a GPU clock of 324MHz -.-'
The OP suggests that Java(what MC uses) naturally requires little to no GPU usage and is there for sent to the Integrated GPU to do the simple work. The OP thinks that by adding Javaw.exe and Java.exe to your list of programs in your Nvidia control panel it will solve the problem...but it did nothing for me.
Ive also searched alot on these forums but none of the suggestions worked or have sollutions.
Update: Well...I went to taskmanager and set the Priority of Java.exe to "realtime" and that helped bump my GPU clock to 1019MHz which in turn gave me around 24 FPS! (with Optifine settings set to a very high demand on CPU and GPU loads [5 chuncks at a time, far+128, ect]).
Also remember i am using 1.5.2
I read that you Oc'ed your CPU, that was the reason why i mentioned possible Temperature Problems. But 60° is definitely fine.
I'll try your solution, it sounds pretty nice to me.
They way Java works puzzels me.
When i first load the map my GPU clock start off abysmal, then when the majority of chunks have finished loading (1-2 mins) my GPU seems to kick in. Im assuing Java prioratizes the CPU and onboard graphics over the video cards GPU when it comes to loading the world and its visuals, about 5 min later my GPU made its way up to 1175 MHz and the Jungle in minecraft with the optifine settings and shader mod trully takes a toll on my GPU (about 25fps). With a shader mod my FPS drops to below 10FPS even with max clock setting reached.
Proof of performance and behaviour (remember i am stress testing in a "large biomes" world and the location is the jungle. I am in creative mode and i am floating around the same hight as the clouds or higher and i am running in either Full screen or 1920x1080:
You can see that my GPU naturaly bumps up after a period of 5 minutes. At the start Java makes the CPU and onboard graphics handle the loading of the world/chuncks, then once the majority of chunks have loaded and continues to progress, the GPU clock gets bumped up respectively.
I might want to add that i recently haven't bothered changing the priority of the java process/s and i recieve the same amount of performance. It seems as if this is simply how Java works.
Hope this helps.
Also i find it funny how i can run The Witcher 2 with all settings maxes (except super sampling) and i still get an FPS of around 30.
-I wouldn't mind hearing karyonix's opinion/expertise on this. I don't want to be going around spreading false assumptions.
They way Java works puzzels me.
When i first load the map my GPU clock start off abysmal, then when the majority of chunks have finished loading (1-2 mins) my GPU seems to kick in. Im assuing Java prioratizes the CPU and onboard graphics over the video cards GPU when it comes to loading the world and its visuals, about 5 min later my GPU made its way up to 1175 MHz and the Jungle in minecraft with the optifine settings and shader mod trully takes a toll on my GPU (about 25fps). With a shader mod my FPS drops to below 10FPS even with max clock setting reached.
Proof of performance and behaviour (remember i am stress testing in a "large biomes" world and the location is the jungle. I am in creative mode and i am floating around the same hight as the clouds or higher and i am running in either Full screen or 1920x1080:
You can see that my GPU naturaly bumps up after a period of 5 minutes. At the start Java makes the CPU and onboard graphics handle the loading of the world/chuncks, then once the majority of chunks have loaded and continues to progress, the GPU clock gets bumped up respectively.
I might want to add that i recently haven't bothered changing the priority of the java process/s and i recieve the same amount of performance. It seems as if this is simply how Java works.
Hope this helps.
Also i find it funny how i can run The Witcher 2 with all settings maxes (except super sampling) and i still get an FPS of around 30.
-I wouldn't mind hearing karyonix's opinion/expertise on this. I don't want to be going around spreading false assumptions.
Turn Advanced OpenGL off and set the Render distance back to Far.
Turn Advanced OpenGL off and set the Render distance back to Far.
Lol, changing OpenGL does nothing. The render distance is clearly a setting the greatly affect performace.
I set quite a high render distance since i intend on making an incredibly large project in this biome and it would be nice to play the game with the shader and the large render distance.
What i was trying to solve/understand was why my GPU was appearing to not kick in.
Thanks anyways?
It kind of sucks that this is the best my card can perform. I'm assumming the video card has to render all of the blocks underground as well? So basically if i set the render distance to, for example 100, minecraft will generate chunks in a volume of? 100x100x100. If thats the case, then that sounds in efficient as hell. There should be an option to seperately adjust the horizontal render distance and vertical render distance that way the GPU doesnt have to generate all those block that you will most likley not see (deep under ground). But then again, im no expert.
First
It depends on shaderpack.
Shaders have to do a large amount of calculation even if it is maybe not as beautiful as other AAA games.
Next
It is a mod, not a whole game. You cannot change everything as easily as a full program.
Every change also has some risk of incompatibility with other mods, and people complain.
But when the main program changes. Everyone have to accept. And mods suffer.
Improvement have to stop every time the main game updates, to focus on porting to new version.
I try to change base class as minimally as possible, otherwise I will have to include large portion of game client in the mod. The more you get involve with base class edit, the more work to do when Minecraft updates.
More
Minecraft have load on CPU and GPU alternately.
When it has CPU work, the GPU is idle. So the driver may think it is OK to decrease clock rate.
While it is rendering. The CPU waits.
Without shaders mod, rendering is very fast, and game speed is CPU-bound.
With shaders mod and heavy-calculation shaders, GPU works hard while rendering, and waits for CPU, and works hard again.
It is not the most efficient way to use the hardware.
It is possible to modify this loop and use multi-thread to gain a few percent more FPS.
But that will take a while.
Optifine has Multi-thread chunk loading option, but it does not increase FPS in my PC compared to default.
Its other improvement is still worth the effort.
Seeing people complain about Optifine incompatibility with recent forge, I think it is hard to work with.
----
Minecraft skip a lot of invisible chunks. That is the cause underground sunlight glitch.
The slowest thing to render is jungle, not the ground.
First
It depends on shaderpack.
Shaders have to do a large amount of calculation even if it is maybe not as beautiful as other AAA games.
Next
It is a mod, not a whole game. You cannot change everything as easily as a full program.
Every change also has some risk of incompatibility with other mods, and people complain.
But when the main program changes. Everyone have to accept. And mods suffer.
Improvement have to stop every time the main game updates, to focus on porting to new version.
I try to change base class as minimally as possible, otherwise I will have to include large portion of game client in the mod. The more you get involve with base class edit, the more work to do when Minecraft updates.
More
Minecraft have load on CPU and GPU alternately.
When it has CPU work, the GPU is idle. So the driver may think it is OK to decrease clock rate.
While it is rendering. The CPU waits.
Without shaders mod, rendering is very fast, and game speed is CPU-bound.
With shaders mod and heavy-calculation shaders, GPU works hard while rendering, and waits for CPU, and works hard again.
It is not the most efficient way to use the hardware.
It is possible to modify this loop and use multi-thread to gain a few percent more FPS.
But that will take a while.
Optifine has Multi-thread chunk loading option, but it does not increase FPS in my PC compared to default.
Its other improvement is still worth the effort.
Seeing people complain about Optifine incompatibility with recent forge, I think it is hard to work with.
----
Minecraft skip a lot of invisible chunks. That is the cause underground sunlight glitch.
The slowest thing to render is jungle, not the ground.
I understand what it takes to get mods/shaders/ENB's to work and maintain, im not disputing that.
I might not be a graphics programmer (i don't have the heart for that- on your level) but i do understand modding in general although i haven't touched minecraft.
Minecraft have load on CPU and GPU alternately.
When it has CPU work, the GPU is idle. So the driver may think it is OK to decrease clock rate.
While it is rendering. The CPU waits.
So is it Minecraft or Java that operates this way?
Also yeah i use the multi thread option in Optifine but i wasn't expecting an increase in FPS, i was expecting faster chunk loading and a slightly higher load or efficient use on my CPU.
Minecraft skip a lot of invisible chunks. That is the cause underground sunlight glitch.
The slowest thing to render is jungle, not the ground.
Ok that makes sense, and yeah noticing the fps drop around the jungle biomes gave me the hint that that was the most demanding to render, but its my favourite biome -.-'
I can't begin to imagine the amount of mind f*ck you have to deal with. The constant petty updates to minecraft, Forge ,Optifine and just....minecraft.
RidiculousLion, try to force max performance into the nvidia control panel, gpu frequency will be always the highest possible, so the problem should be fixed if what karyonix said is true about the driver.
Multi-core/smooth chunk loading is supposed to make framerate more stable, and multi-core loading makes me gain few fps. I think the gain is more visible on weak cpus.
Great mod, and looks awesome with Chocapic13's shaders!
i however have a issue with making the shaders load properly every time i restart the client, its set in the shaders menu but it wont load before i click on it again.. i am not sure if this is a bug with the very latest version or not
EDIT:
seems Chocapic13's Shader topic is down for now.. did something scare him off?
i also tried this with BETA 5 and it still have the same issue..
Great mod, and looks awesome with Chocapic13's shaders!
i however have a issue with making the shaders load properly everytime i restart the client, its set in the shaders menu but it wont load before i click on it again.. i am not sure if this is a bug with the very latest version or not
I tried beta 2, 5, and 6 with SEUS packs Standard and Ultra DOF and the original texture pack and FaithfulVenom 32X, and it all ended up basically like that. Um, help again?
Mine is also down, Sonic shutdowned all of us, here's something he sent to an another shaderpack creator.
" I am working on getting them to comply with my license. I have reported both of their threads. I have contacted Sildur and will contact Chocapic13 shortly." Never got a message from him Atm you can find me here: https://www.facebook...293806507414908 not sure what's up with chocapic atm.
IMHO, Sonic has got NO right to shut down you guys' stuff. It's not just like you two, and more, have gone about // here and there, you've edited his raw code, refined it. Honestly, I feel Sonic has just got too big for his boots.
He does have the right to shut down their shaderpacks.
Hmm i actually found out that minecraft isnt fully utilizing my GPU power....
I decided to look at my video cards performance log while i was running minecraft and my GPU clock was showing 324MHz (which is its idle state/power save clock).
Minecraft pretty much only requires 50-60% of my GPU while running a shader mod, but my FPS stays at an abysmal (less than) 14 fps when the GPU is clocked at 324MHz. When i am lucky my card boosts up to 1175MHz and i acheive almost 30fps, but this is very random and seldom.
What the hell is going on here :/
Require forge.
Currently incompatible with OptiFine.
(OptiFine-compatible version is planned but not done yet.)
Probably incompatible with many mods.
Download ShadersModCore-mc1.6.2-f804-v2.0.1-beta6.jar
Download link 1 (hotfile)
Download link 2 (mediafire)
If the above links do not work, use alternative links in spoiler.
Download link 1 (hotfile)
Download link 2 (mediafire)
Change log
2.0.1 beta6
Multiple depth buffers.
Multiple shadow depth buffers with shadow color buffer.
2.0.1 beta5
Fixed rendering of downloaded player skin.
2.0.1 beta4
Fixed depth bug from beta3.
2.0.1 beta3
Fixed opaque white box covering horse head.
Removed linear-mipmap-linear option from texture minification filtering option.
A little optimization. This version is almost as fast as preview 3 when no new features are used.
New bug! smooth DOF effect does not work.
2.0.1 beta2
Fix Skeleton texture bug.
Skip drawing circular shadow.
User can change mipmap option for block texture.
2.0.1 beta1
Sonic Ether has added his new features to this mod and fixed some bugs.
Now it is compatible with Sonic Ether's Unbelievable Shaders v10.0.
Normal map and specular map naming has changed from preview 3 to be more consistent with prior versions.
Before install
- Use Mojang's Minecraft Launcher to run Minecraft 1.6.2. Then close it.
- Install minecraftforge with minecraftforge installer. (download page)
I test it on version 9.10.0.804 .
- Use Mojang's Minecraft Launcher.
Select "Forge" in profile box at lower left corner of launcher window.
Play.
You should see "Mods" button in title screen below "Multiplayer" button.
Check whether everything is alright and close.
Installation
- Put ShadersModCore-xxxx.jar in .minecraft/mods folder.
Run
- Use Mojang's Minecraft Launcher to run Minecraft 1.6.2 with profile Forge.
- Open Option menu, Shaders... button. Click open shaderpacks folder.
- Put shaderpack in the folder.
- In Shaders screen click shaderpack name.
Normal map and specular map name
- Insert _n or _s before .png at the end of texture name in resource pack.
It will end with "_n.png" or "_s.png" .
Example
- texture in resource pack : assets\minecraft\textures\blocks\cobblestone.png
- normal map in resource pack : assets\minecraft\textures\blocks\cobblestone_n.png
- specular map in resource pack : assets\minecraft\textures\blocks\cobblestone_s.png
Plan for further development
- Make OptiFine-compatible edition. (moved to first in the list)
- Convert the loading process to make class modification at load time instead of just loading modded class.
- Improve compatibility with other mods.
You can report bugs and incompatibilities.
I cannot fix everything quickly. But I will do what I can.
download link
Demonstrate the use of multiple depth buffers and shadow depth buffers and shadow color buffer.
Underwater lighting is not fully done.
But at least it can show shadow on both water surface and underwater.
Bug : POM.
--
Shaderpack bump-shadow-waving 0.9.5
download link
Fixed POM. (much better than 0.9.4)
Use with Nearest texture filtering.
Shader pack : bump-shadow-waving 0.9.4
Resource pack : R3D.CRAFT Default realism 32x
Lol if you didn't ready my 3770k is over clocked to 4.5 (perfectly stable) and when gaming the temperature does not go over 60c.
My CPU is 100% not the problem.
There were extremely rare occasions where my GPU would infact bump up to its max over clock (1172MHz) and i would acheive 30fps, but this hardly happens, or in most cases not at all. I am usually stuck at less than 15 fps whish a GPU clock of 324MHz -.-'
I found a forum where someone think they found a sollution, but it did absoluely nothing for me.
http://starmine.nice...a-graphics-card
The OP suggests that Java(what MC uses) naturally requires little to no GPU usage and is there for sent to the Integrated GPU to do the simple work. The OP thinks that by adding Javaw.exe and Java.exe to your list of programs in your Nvidia control panel it will solve the problem...but it did nothing for me.
Ive also searched alot on these forums but none of the suggestions worked or have sollutions.
Update: Well...I went to taskmanager and set the Priority of Java.exe to "realtime" and that helped bump my GPU clock to 1019MHz which in turn gave me around 24 FPS! (with Optifine settings set to a very high demand on CPU and GPU loads [5 chuncks at a time, far+128, ect]).
Also remember i am using 1.5.2
They way Java works puzzels me.
When i first load the map my GPU clock start off abysmal, then when the majority of chunks have finished loading (1-2 mins) my GPU seems to kick in. Im assuing Java prioratizes the CPU and onboard graphics over the video cards GPU when it comes to loading the world and its visuals, about 5 min later my GPU made its way up to 1175 MHz and the Jungle in minecraft with the optifine settings and shader mod trully takes a toll on my GPU (about 25fps). With a shader mod my FPS drops to below 10FPS even with max clock setting reached.
Proof of performance and behaviour (remember i am stress testing in a "large biomes" world and the location is the jungle. I am in creative mode and i am floating around the same hight as the clouds or higher and i am running in either Full screen or 1920x1080:
You can see that my GPU naturaly bumps up after a period of 5 minutes. At the start Java makes the CPU and onboard graphics handle the loading of the world/chuncks, then once the majority of chunks have loaded and continues to progress, the GPU clock gets bumped up respectively.
I might want to add that i recently haven't bothered changing the priority of the java process/s and i recieve the same amount of performance. It seems as if this is simply how Java works.
Hope this helps.
Also i find it funny how i can run The Witcher 2 with all settings maxes (except super sampling) and i still get an FPS of around 30.
-I wouldn't mind hearing karyonix's opinion/expertise on this. I don't want to be going around spreading false assumptions.
Logfile from the Launcher says [CLIENT] [SEVERE] Realms: Invalid session id
The Voice | The Soundmaker | The Gamer
Turn Advanced OpenGL off and set the Render distance back to Far.
Lol, changing OpenGL does nothing. The render distance is clearly a setting the greatly affect performace.
I set quite a high render distance since i intend on making an incredibly large project in this biome and it would be nice to play the game with the shader and the large render distance.
What i was trying to solve/understand was why my GPU was appearing to not kick in.
Thanks anyways?
It kind of sucks that this is the best my card can perform. I'm assumming the video card has to render all of the blocks underground as well? So basically if i set the render distance to, for example 100, minecraft will generate chunks in a volume of? 100x100x100. If thats the case, then that sounds in efficient as hell. There should be an option to seperately adjust the horizontal render distance and vertical render distance that way the GPU doesnt have to generate all those block that you will most likley not see (deep under ground). But then again, im no expert.
It depends on shaderpack.
Shaders have to do a large amount of calculation even if it is maybe not as beautiful as other AAA games.
Next
It is a mod, not a whole game. You cannot change everything as easily as a full program.
Every change also has some risk of incompatibility with other mods, and people complain.
But when the main program changes. Everyone have to accept. And mods suffer.
Improvement have to stop every time the main game updates, to focus on porting to new version.
I try to change base class as minimally as possible, otherwise I will have to include large portion of game client in the mod. The more you get involve with base class edit, the more work to do when Minecraft updates.
More
Minecraft have load on CPU and GPU alternately.
When it has CPU work, the GPU is idle. So the driver may think it is OK to decrease clock rate.
While it is rendering. The CPU waits.
Without shaders mod, rendering is very fast, and game speed is CPU-bound.
With shaders mod and heavy-calculation shaders, GPU works hard while rendering, and waits for CPU, and works hard again.
It is not the most efficient way to use the hardware.
It is possible to modify this loop and use multi-thread to gain a few percent more FPS.
But that will take a while.
Optifine has Multi-thread chunk loading option, but it does not increase FPS in my PC compared to default.
Its other improvement is still worth the effort.
Seeing people complain about Optifine incompatibility with recent forge, I think it is hard to work with.
----
Minecraft skip a lot of invisible chunks. That is the cause underground sunlight glitch.
The slowest thing to render is jungle, not the ground.
I understand what it takes to get mods/shaders/ENB's to work and maintain, im not disputing that.
I might not be a graphics programmer (i don't have the heart for that- on your level) but i do understand modding in general although i haven't touched minecraft.
So is it Minecraft or Java that operates this way?
Also yeah i use the multi thread option in Optifine but i wasn't expecting an increase in FPS, i was expecting faster chunk loading and a slightly higher load or efficient use on my CPU.
Ok that makes sense, and yeah noticing the fps drop around the jungle biomes gave me the hint that that was the most demanding to render, but its my favourite biome -.-'
I can't begin to imagine the amount of mind f*ck you have to deal with. The constant petty updates to minecraft, Forge ,Optifine and just....minecraft.
-fun
asdfmovie,nothing to see here.
Multi-core/smooth chunk loading is supposed to make framerate more stable, and multi-core loading makes me gain few fps. I think the gain is more visible on weak cpus.
i however have a issue with making the shaders load properly every time i restart the client, its set in the shaders menu but it wont load before i click on it again.. i am not sure if this is a bug with the very latest version or not
EDIT:
same
PICTURE!
I tried beta 2, 5, and 6 with SEUS packs Standard and Ultra DOF and the original texture pack and FaithfulVenom 32X, and it all ended up basically like that. Um, help again?
Mine is also down, Sonic shutdowned all of us, here's something he sent to an another shaderpack creator.
" I am working on getting them to comply with my license. I have reported both of their threads. I have contacted Sildur and will contact Chocapic13 shortly."
Never got a message from him Atm you can find me here: https://www.facebook...293806507414908 not sure what's up with chocapic atm.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
He does have the right to shut down their shaderpacks.