ShadersMod v2.3.0 beta for Minecraft 1.7.2
ShadersModCore-v2.3.0-beta-mc1.7.2-f997.jar
Download link http://adf.ly/c6VzK
Require Forge. Install in mods folder. Not showed in mods list.
Normalmap and specularmap do not work.
Probably not compatible with Optifine.
Thank you! Keep up the good work.
Edit: Uh, small bug in SEUS N/1. Although bright spiders don't really bother me.
The Meaning of Life, the Universe, and Everything.
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Found another issue. In my Jelly World shader, chests and signs seem to shake independently from the terrain as if they were entities when they weren't in 1.6.4. Can this be fixed?
Why vsync? The only thing close to screen tearing that I see if the motion blur when you look around at insane speeds (that may not even be screen tearing, lol). Vsync limits your fps to your monitor's refresh rate. My FPS locked to 30-40 on vsync, then went up beyond that when I turned it off (60 FPS monitor, btw).
I have an i5-4670k as a CPU with the same GPU. My cpu's already overclocked to 4.0 in the BIOS, I think (I got a Cooler Master 212 Evo on it). I have some Corsair dual channel 8 GB, and I think I boosted the Mhz to 1600 because it was set at 1333 Mhz (I don't see Corsair selling the at that speed....)
Have you tested this on places besides your server? I still get lag on some of the main lobbies of those giant mini-game servers.
FPS does change based on location but regardless are unplayable, it just seems odd to me that I get the same FPS in an ultra pack as I do a lite pack.
I've tweaked settings a lot and listed the ones that make an FPS difference and funnily enough V-sync gets me a few more when on with shaders at least but for most other games i tend to leave it off
I'm using a respire t40 which is pretty much on par with the evo
your cpu handles mc quite a bit better than mine, i've always favoured intel based cpu's over amd
problem is, I can't see it being any different after I OC
How are your frames in 1.6.4? I notice you are using 1.7.2 in those screenies..
Also, no FPS++ Mod or Optifine?
I'm getting better FPS than you on my 6950 1GB card at 1080p over HDMI (dual-band) to my 23" LG LED Monitor. I don't have lagging when entering forests really either, it is indeed a huge burden on the GPU to crunch through all of the shading and waving-leaves though, FPS drops down a couple but it doesn't jump all over and start to stutter.
I haven't tested the 1.7.2 shaders yet, nor have I tested SEUS 10.1 (my father in law has esophageal cancer -- so, I've been spending much of the last couple months running around -- no time really for testing and/or playing at the moment).
I'm backed by an I7-2600K @ 3.4-3.8Ghz stock (quad-core with hyperthreading) cooled by Corsair's H80 Water Cooler, and Corsair's Vengeance DDR3-1866 8GB Intel-Based memory kit.
1.6.4 isn't much better, no optifine or fps+ since they're not compatable, i originally tested v10.1 in 1.6.4 and the frame rate was still barely pulling above 25
i can get 40 fps using standard on a flatmap but even this still feel crazy low compared to what i feel i should be getting
it is only shaders i seem to be having framerate issues with, when i remove them i'm back into the hundreds, any other game runs flawlessly
Yeah, the shaders in MC are real-time which is a huge hitter for GPUs.. Any other game, it's all post-processing basically..
I generally get 20-25 FPS in 1.6.4 with SEUS v10.0, I use N1/2 and O1 with the Clouds turned on though (same FPS).
Something is seriously not right there. I know that the GLSL Shaders have been optimized for nvidia cards since the beginning... Karyonix purchased a 7950 (or 7850) last year, so, we should see some good improvements coming ;).
Both Optifine and FPS++ are compatible with 1.6.4..
There are Optifine bugs in 1.7.2, but FPS++ should work -- just that it would be a mod to the Forge JAR so you'd need the 2 switches from the Optifine install page (under manual install) in the MC Launcher.
It's a shame, people mentioning the FPS they get from lower end AMD cards being higher than mine, one of the things that excited me upon building this system was being able to run shaders better than my previous build
Guess I'll just have to deal with it and leave it be, it's annoying that I can't even use a toned down pack but it is what it is
Same drivers, stable temps, right? Also, I assume the PSU has enough power?
Latest stable driver, temps are stable and I've got a 700W PSU which should be plenty
Are you running 13.11 BETA, 13.12, or 13.12 BETA?
Also, Win7/8/8.1?
How much memory are you allocating to Minecraft? You said you have 8GB in your system? I wouldn't allocate any more than 4GB (heck no more than 1/2GB -- if I recall you don't have any mods, so just for any monster 256/512 texturepacks).
I allocate 4GB with 75 mods, and a 64x texture pack (with mod support in the TP). The TP is only 50MB in size but includes Bump Mapping, animated textures, and has new textures for every one of the mods that I use.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Alright, so I'm overhauling the wobbling on my Jelly World shader yet again (basically, the distance is more "jumpy" now), but I'm not sure if the effect I have now is quite over the top. If I put a download here, which version would people prefer? The one I put up or the public release?
Also, how would one get those tall flowers introduced in 1.7.2 to bounce/wave correctly? When I tried it the flowers ended up being split at the middle.
Alright, so I'm overhauling the wobbling on my Jelly World shader yet again (basically, the distance is more "jumpy" now), but I'm not sure if the effect I have now is quite over the top. If I put a download here, which version would people prefer? The one I put up or the public release?
Also, how would one get those tall flowers introduced in 1.7.2 to bounce/wave correctly? When I tried it the flowers ended up being split at the middle.
Release both? Anyways, I think the wavy tall flower issue is that it's not being treated as one block, or the wavy animation is incompatible (take it from someone else, not me).
Latest stable driver, temps are stable and I've got a 700W PSU which should be plenty
Wait.... How come you only have 417 gigs of ram allocated? You should at least put in one gig or two gigs. Just try it out, this option is configurable in profile settings. See if this helps. The low-ram technique usually applies to low end computers to lesson stress. You PC is a high end one. Also, ram is more useful when using HD texturepacks (x256 and up needs one-three gigs). I only use one gig currently, and plan on allocating two if more FPS occurs. I wouldn't go over 4 gigs, because that lags apparently.
I don't know if it is just me, but currently stained glass is super opaque and the colors are a bit off. So they are hard to see through. Kind of like packed ice opaqueness.
Release both? Anyways, I think the wavy tall flower issue is that it's not being treated as one block, or the wavy animation is incompatible (take it from someone else, not me).
Alright, here's a test version with a new wobbling method, although as I say it may be a bit over the top. Will definitely not be the final version, anyway. Tall flower bouncing/waving is currently disabled: http://www.sendspace.com/file/yi4fhz
Hey guys, I'm having a problem with block ghosting, you can see it in this screenshot. Anything I can do to fix this? Edit: Forgot to mention, I'm using Sildurs Vibrant shaders Pre8.3 (Not the max version). I'm also using a set of mainly adventure mods, I can list them if it's important.
ShadersMod v2.3.0 beta for Minecraft 1.7.2
ShadersModCore-v2.3.0-beta-mc1.7.2-f997.jar
Download link http://adf.ly/c6VzK
Require Forge. Install in mods folder. Not showed in mods list.
Normalmap and specularmap do not work. Probably not compatible with Optifine.
So you mean... with forge, optifine and the mod (shaders) won't be working properly? only forge and mod is working properly?
I cant connect to Vanilla MP servers (bukkit / spigot )servers with latest version of forge + shaders installed... any recommended forge versions that will allow this?
forge and modshader are working properly, but there are some room that it can be improved..
forge and optifine are fine
Forge and optifine, mods are not working properly.. From what i see is most likely to be a bug between optifine and modshader. Thats my guess.
Ah.. it seemed that i am not only one who noticed this.. NO needed to read above.. because there are similar answers that i have wrote above.. they are found in 282-283. I did some quickly read to see if someone else did same thing i have done and wrote above. so YES. Sorry about this post.
Never mind its forge.
Thank you! Keep up the good work.
Edit: Uh, small bug in SEUS N/1. Although bright spiders don't really bother me.
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
That's the best thing I've seen all day.
Wait, you can combine the vanilla shaders AND shadermod packs?!
Yeah, I just pee'd a little.
Everfree Server - A small & friendly survival build server for older 'Crafters.
I have an i5-4670k as a CPU with the same GPU. My cpu's already overclocked to 4.0 in the BIOS, I think (I got a Cooler Master 212 Evo on it). I have some Corsair dual channel 8 GB, and I think I boosted the Mhz to 1600 because it was set at 1333 Mhz (I don't see Corsair selling the at that speed....)
Have you tested this on places besides your server? I still get lag on some of the main lobbies of those giant mini-game servers.
How are your frames in 1.6.4? I notice you are using 1.7.2 in those screenies..
Also, no FPS++ Mod or Optifine?
I'm getting better FPS than you on my 6950 1GB card at 1080p over HDMI (dual-band) to my 23" LG LED Monitor. I don't have lagging when entering forests really either, it is indeed a huge burden on the GPU to crunch through all of the shading and waving-leaves though, FPS drops down a couple but it doesn't jump all over and start to stutter.
I haven't tested the 1.7.2 shaders yet, nor have I tested SEUS 10.1 (my father in law has esophageal cancer -- so, I've been spending much of the last couple months running around -- no time really for testing and/or playing at the moment).
I'm backed by an I7-2600K @ 3.4-3.8Ghz stock (quad-core with hyperthreading) cooled by Corsair's H80 Water Cooler, and Corsair's Vengeance DDR3-1866 8GB Intel-Based memory kit.
Yeah, the shaders in MC are real-time which is a huge hitter for GPUs.. Any other game, it's all post-processing basically..
I generally get 20-25 FPS in 1.6.4 with SEUS v10.0, I use N1/2 and O1 with the Clouds turned on though (same FPS).
Something is seriously not right there. I know that the GLSL Shaders have been optimized for nvidia cards since the beginning... Karyonix purchased a 7950 (or 7850) last year, so, we should see some good improvements coming ;).
Both Optifine and FPS++ are compatible with 1.6.4..
There are Optifine bugs in 1.7.2, but FPS++ should work -- just that it would be a mod to the Forge JAR so you'd need the 2 switches from the Optifine install page (under manual install) in the MC Launcher.
Yep. It'll only be a matter of time before someone records a video showing the GLSL Acid shader + Super Secret Settings Wobble shader combo.
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
Same drivers, stable temps, right? Also, I assume the PSU has enough power?
Are you running 13.11 BETA, 13.12, or 13.12 BETA?
Also, Win7/8/8.1?
How much memory are you allocating to Minecraft? You said you have 8GB in your system? I wouldn't allocate any more than 4GB (heck no more than 1/2GB -- if I recall you don't have any mods, so just for any monster 256/512 texturepacks).
I allocate 4GB with 75 mods, and a 64x texture pack (with mod support in the TP). The TP is only 50MB in size but includes Bump Mapping, animated textures, and has new textures for every one of the mods that I use.
Also, how would one get those tall flowers introduced in 1.7.2 to bounce/wave correctly? When I tried it the flowers ended up being split at the middle.
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
Release both? Anyways, I think the wavy tall flower issue is that it's not being treated as one block, or the wavy animation is incompatible (take it from someone else, not me).
Wait.... How come you only have 417 gigs of ram allocated? You should at least put in one gig or two gigs. Just try it out, this option is configurable in profile settings. See if this helps. The low-ram technique usually applies to low end computers to lesson stress. You PC is a high end one. Also, ram is more useful when using HD texturepacks (x256 and up needs one-three gigs). I only use one gig currently, and plan on allocating two if more FPS occurs. I wouldn't go over 4 gigs, because that lags apparently.
Alright, here's a test version with a new wobbling method, although as I say it may be a bit over the top. Will definitely not be the final version, anyway. Tall flower bouncing/waving is currently disabled:
http://www.sendspace.com/file/yi4fhz
And here's the current public release (Ver. 3.2) to compare with:
http://www.sendspace.com/file/g32huf
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
i7, 3.5GHz,
32GB RAM,
GeForce GTX 690
So you mean... with forge, optifine and the mod (shaders) won't be working properly? only forge and mod is working properly?
Forge
Optifine
Modshaders
forge and modshader are working properly, but there are some room that it can be improved..
forge and optifine are fine
Forge and optifine, mods are not working properly.. From what i see is most likely to be a bug between optifine and modshader. Thats my guess.
Ah.. it seemed that i am not only one who noticed this.. NO needed to read above.. because there are similar answers that i have wrote above.. they are found in 282-283. I did some quickly read to see if someone else did same thing i have done and wrote above. so YES. Sorry about this post.