I tried removing all "const" references, starting with only arrays. I have a 2013 iMac w/ nVidia 780M which usually runs even high end shaders without issue. With this shader pack, my entire computer becomes so slow that it literally takes 3-5 minutes just to open a menu to force-quit Minecraft.
I made a quick tutorial on how I removed the lag on my Macbook Retina late 2013:
If this doesn't work you can try deactivating the bloom and dof effect by editing the final.fsh file. Just add two // in front of line 19 and 26 (#define BLOOM, #define DOF). I have currently experienced the best FPS with the medium shader version, and working on tracking down which effects causing the most lag, which so far is the bloom and dof effect.
When I tested this shader out, my computer froze .-. But when I tried the V3 version of this, it just runs fine. Why does it do that and help me please? I'll try troubleshooting this problem as well.
Are you using a mac?
Watch my tutorial, and try editing the final.fsh file according to the tutorial. Also try the medium version and see if that works better.
I think that's a problem caused by big arrays of constants. To have correct fps with recent nvidia drivers I need to declare them as constants. it looks like that on intel and older nvidia drivers it run very slow now.
Into final.fsh find something like "const vec2 offsets[60]..." and remove the const each time you see it.
Bingo! Thanks alot, that worked perfectly! I found a lot of const entries in other files as well, can this be removed as well, and thereby improve fps or is some of them needed for the shader to work properly? Also in my answer to Renegade XR above , I posted a video of how to removed these const entries and around 2:53-3:10 I'm not sure if I'm supposed to remove the line or keep it. Can you take a look at the video and help me out?
Fog will be back soon, it finally looks nice after few trys.
That is really great news!!! Im looking forward to see your update!
I can't do the water depth fog because I use the minecraft lightmap in a different way in V4. You would have weird lighting on water surface if this was working.
I see, thanks for elaborating. Are there any other easy accessible settings for how the water looks than the once found in line 9-12 in gbuffers_water.fsh? Bear in mind I'm no coding guru like you
Thank you so much for answering my questions and helping us out!
Bingo! Thanks alot, that worked perfectly! I found a lot of const entries in other files as well, can this be removed as well, and thereby improve fps or is some of them needed for the shader to work properly? Also in my answer to Renegade XR above , I posted a video of how to removed these const entries and around 2:53-3:10 I'm not sure if I'm supposed to remove the line or keep it. Can you take a look at the video and help me out?
I think you are using an older or modifed version of my shaders in this video (lens flare code should be removed because it was seus code) but you don't need to remove this line.
I see, thanks for elaborating. Are there any other easy accessible settings for how the water looks than the once found in line 9-12 in gbuffers_water.fsh? Bear in mind I'm no coding guru like you
Thank you so much for answering my questions and helping us out!
There will be a new variable for mixing pure blue water with the water texture but nothing else at the moment.
First, thanks for these awesome shaders. They look incredible and are still somewhat performance-friendly, which is great.
Second, I don't know if this has been reported before, but thought I'd do so here. When I'm in the middle of block-breaking, one or more sides of the block will turn black instead of being replaced by the appropriate "partially broken" texture. Here's an example with cobblestone:
This is 1.7.4 using Faerielight 256x textures and MCPatcher, but I've also tested it with Cyberghostde's 256x pack, and I get the same result.
This doesn't happen with SEUS v10.0 or the GLSL internal shaders (or with shaders off).
If it helps, my specs are:
Core i7 2600
8GB RAM
2x GTX 770 4GBs in "forced" SLI (but this also happens with SLI turned off)
Hey Chocapic I've used your shaders a long time ago and I loved them a lot was using V3 but ever since SEUS now has copyrighted his work and forced you and other shaderpack makers to redo their shaders they have lost their compatibility with my Graphics Card. I've tried all the WIP shaders you had on your mediafire and they continue to do it. Do you think you can do something? I use Windows 7 x64 ATI Radeon HD 4850 with Catalyst 13.9 AMD Athlon x64 x2 4400+ 2.3 GHz 3GB Ram tried Minecraft 1.6.4 1.7.2 1.7.4 and 1.7.5 shaders mod and it continues to crash my display drivers.
Hey Chocapic I've used your shaders a long time ago and I loved them a lot was using V3 but ever since SEUS now has copyrighted his work and forced you and other shaderpack makers to redo their shaders they have lost their compatibility with my Graphics Card. I've tried all the WIP shaders you had on your mediafire and they continue to do it. Do you think you can do something? I use Windows 7 x64 ATI Radeon HD 4850 with Catalyst 13.9 AMD Athlon x64 x2 4400+ 2.3 GHz 3GB Ram tried Minecraft 1.6.4 1.7.2 1.7.4 and 1.7.5 shaders mod and it continues to crash my display drivers.
You should go check out Sildur's Shaders, they're based on Chocapic's but they work fine with AMD cards.
Hey Chocapic I've used your shaders a long time ago and I loved them a lot was using V3 but ever since SEUS now has copyrighted his work and forced you and other shaderpack makers to redo their shaders they have lost their compatibility with my Graphics Card. I've tried all the WIP shaders you had on your mediafire and they continue to do it. Do you think you can do something? I use Windows 7 x64 ATI Radeon HD 4850 with Catalyst 13.9 AMD Athlon x64 x2 4400+ 2.3 GHz 3GB Ram tried Minecraft 1.6.4 1.7.2 1.7.4 and 1.7.5 shaders mod and it continues to crash my display drivers.
Yo. Every time I use any of your packs (only tried the Low and Med ones, since I wouldn't be able to play with the others even if they worked) my game launches just fine, the world opens up for a few seconds, I can see the shaders, but then it stops responding and I have to close the game down. I don't get any errors except for the usual 'Java has stopped responding' thing. The same happened with MrMeep_x3's packs. Any idea what might cause it?
I'm playing on 1.7.5 without Forge, FML or Optifine (even though I have them all installed). I can only run high-performance shaders but I get about 15 FPS and every low-end pack I tried to use crashed on me (except for Sildur's which I didn't like) and I couldn't use it. Please help!
Here's a new beta version : http://www.mediafire...3_beta_v4.3.zip
Changes :
-New tonemap
-DoF is enabled by default to see the bokeh finally clearly appear (can be a bit too strong)
-Hardware shadow filtering
-Fog enabled by default
-Raining weather is not looking good.
-This version does not support parrallax oclusion and reflections on blocks.
I tried the new version you posted they're crashing my display drivers. But your shaders have been crashing them since you removed all the SEUS code.
Specs
Windows 7 x64
ATI Radeon HD 4850 with AMD Catalyst 13.9
AMD Athlon 64 x2 4400+ 2.3Ghz
3 Gb of Ram
fog is great, really good performance as always but oh boy DOF focus is too fast ! flicker flicker flicker .. any way to get a much smoother transition ? like Seus ... he does that pretty good i must say !
fog is great, really good performance as always but oh boy DOF focus is too fast ! flicker flicker flicker .. any way to get a much smoother transition ? like Seus ... he does that pretty good i must say !
You can change how strong the DOF is in Final.fsh under #define DOF and Chocapic even included a few presets.
Try the one under "Near to human eye (for gameplay,default)", it works perfectly for me.
...
btw, can anyone point me at where to change values to make nights and caves darker? they're a bit too light for my tastes
You can change how strong the DOF is in Final.fsh under #define DOF and Chocapic even included a few presets.
Try the one under "Near to human eye (for gameplay,default)", it works perfectly for me.
...
btw, can anyone point me at where to change values to make nights and caves darker? they're a bit too light for my tastes
yeah did that ! much better .. but what bugs me is that it switches the focus so fast
I made a quick tutorial on how I removed the lag on my Macbook Retina late 2013:
If this doesn't work you can try deactivating the bloom and dof effect by editing the final.fsh file. Just add two // in front of line 19 and 26 (#define BLOOM, #define DOF). I have currently experienced the best FPS with the medium shader version, and working on tracking down which effects causing the most lag, which so far is the bloom and dof effect.
Are you using a mac?
Watch my tutorial, and try editing the final.fsh file according to the tutorial. Also try the medium version and see if that works better.
Bingo! Thanks alot, that worked perfectly! I found a lot of const entries in other files as well, can this be removed as well, and thereby improve fps or is some of them needed for the shader to work properly? Also in my answer to Renegade XR above , I posted a video of how to removed these const entries and around 2:53-3:10 I'm not sure if I'm supposed to remove the line or keep it. Can you take a look at the video and help me out?
That is really great news!!! Im looking forward to see your update!
I see, thanks for elaborating. Are there any other easy accessible settings for how the water looks than the once found in line 9-12 in gbuffers_water.fsh? Bear in mind I'm no coding guru like you
Thank you so much for answering my questions and helping us out!
I think you are using an older or modifed version of my shaders in this video (lens flare code should be removed because it was seus code) but you don't need to remove this line.
There will be a new variable for mixing pure blue water with the water texture but nothing else at the moment.
Second, I don't know if this has been reported before, but thought I'd do so here. When I'm in the middle of block-breaking, one or more sides of the block will turn black instead of being replaced by the appropriate "partially broken" texture. Here's an example with cobblestone:
This is 1.7.4 using Faerielight 256x textures and MCPatcher, but I've also tested it with Cyberghostde's 256x pack, and I get the same result.
This doesn't happen with SEUS v10.0 or the GLSL internal shaders (or with shaders off).
If it helps, my specs are:
Core i7 2600
8GB RAM
2x GTX 770 4GBs in "forced" SLI (but this also happens with SLI turned off)
You should go check out Sildur's Shaders, they're based on Chocapic's but they work fine with AMD cards.
I've tried pretty much every shader that is based off of chocapic's shaders and they all crash my drivers
I've just done it and it continues to crash my drivers but those drivers are meant for the higher end gpus
Anyone have any idea?
See post 59 and 60, where I am reporting this issue with pictures. And also see Chocapic's answer in post 69.
Im quoting:
So he knows about it, just have to give it some time
I'm playing on 1.7.5 without Forge, FML or Optifine (even though I have them all installed). I can only run high-performance shaders but I get about 15 FPS and every low-end pack I tried to use crashed on me (except for Sildur's which I didn't like) and I couldn't use it. Please help!
Changes :
-New tonemap
-DoF is enabled by default to see the bokeh finally clearly appear (can be a bit too strong)
-Hardware shadow filtering
-Fog enabled by default
-Raining weather is not looking good.
-This version does not support parrallax oclusion and reflections on blocks.
I tried the new version you posted they're crashing my display drivers. But your shaders have been crashing them since you removed all the SEUS code.
Specs
Windows 7 x64
ATI Radeon HD 4850 with AMD Catalyst 13.9
AMD Athlon 64 x2 4400+ 2.3Ghz
3 Gb of Ram
You can change how strong the DOF is in Final.fsh under #define DOF and Chocapic even included a few presets.
Try the one under "Near to human eye (for gameplay,default)", it works perfectly for me.
...
btw, can anyone point me at where to change values to make nights and caves darker? they're a bit too light for my tastes
yeah did that ! much better .. but what bugs me is that it switches the focus so fast