edit: Looks like I forgot to F3 on the last two interior shots. Sorry about that. The one where you can see some sunlight glitching through the cracks is Continuum, the other is SEUS. I know there's nothing you can do about the light bleed, all shaders seem to do it. I was just providing it to demonstrate how the nighttime atmosphere is spoiled, even indoors.
ok I think I have an idea on whats happening, I need to ask though are you playing on a server when this is happening and are you using a mod that affects the minecraft time? if so thats the problem as Continuum works around a set/structured time and some servers has a custom time setting that messes with our shader, someone else mentioned this a little while back about a mod that changes the time length and this also affected the way day and night works in our shader.
If you could test the shader out with out any mods and on a solo world and see if the problem is still there.
ok I think I have an idea on whats happening, I need to ask though are you playing on a server when this is happening and are you using a mod that affects the minecraft time? if so thats the problem as Continuum works around a set/structured time and some servers has a custom time setting that messes with our shader, someone else mentioned this a little while back about a mod that changes the time length and this also affected the way day and night works in our shader.
If you could test the shader out with out any mods and on a solo world and see if the problem is still there.
Yes it is on a server and yes a plugin resets the time of those worlds, but doesn't affect its length. We also run Multiverse for multiple worlds, each potentially having different times. Players can, for example, sleep the night away in one world without affecting time in other worlds.
For this particular void world, the time plugin allows the night to progress normally then resets it back to night before dawn happens so it is a continual night. It's not changing the length of the night and only triggers at dawn so it should be no different than a player using the /time command or sleeping in a bed.
Additionally, for those screenshots, I had just logged into the server so as far as my client knew the time for that world was legitimately around midnight. The plugin had not yet triggered during my session to reset time.
I will give it a test tomorrow to confirm whether or not it happens with the plugin disabled. If it is due to time being reset is there anything that can be done to make the shader sync up?
Yes it is on a server and yes a plugin resets the time of those worlds, but doesn't affect its length. We also run Multiverse for multiple worlds, each potentially having different times. Players can, for example, sleep the night away in one world without affecting time in other worlds.
For this particular void world, the time plugin allows the night to progress normally then resets it back to night before dawn happens so it is a continual night. It's not changing the length of the night and only triggers at dawn so it should be no different than a player using the /time command or sleeping in a bed.
Additionally, for those screenshots, I had just logged into the server so as far as my client knew the time for that world was legitimately around midnight. The plugin had not yet triggered during my session to reset time.
I will give it a test tomorrow to confirm whether or not it happens with the plugin disabled. If it is due to time being reset is there anything that can be done to make the shader sync up?
to me it sounds like the reseting of the time and the plugin for the time/day change would be the cause unfortunatly.
Anything that can be done? well yes and no see Continuum is based of an older SEUS shader and in the new 10.2 SEUS has changed how day/time works and now uses sunangle instead and really is a way better way of doing it than having set times for day and night like continuum has it but to have it set up using sunangle will require a bit of recoding to set it up using sunangle, I personally have tried and it changes a few things in the shader like sunrise/set colouring and a few other little problems with the sun and moon. This is an area we might come back to and change but for now its not high on the todo list and the main team are hard at work just trying to get the PBR version working.
*EDIT* you can try and replace the composite1.vsh with the one from SEUS 10.2 but it will end up haveing bugs and some things with the sun and moon to look strange, but you can have a shot and see how you go.
to me it sounds like the reseting of the time and the plugin for the time/day change would be the cause unfortunatly.
Anything that can be done? well yes and no see Continuum is based of an older SEUS shader and in the new 10.2 SEUS has changed how day/time works and now uses sunangle instead and really is a way better way of doing it than having set times for day and night like continuum has it but to have it set up using sunangle will require a bit of recoding to set it up using sunangle, I personally have tried and it changes a few things in the shader like sunrise/set colouring and a few other little problems with the sun and moon. This is an area we might come back to and change but for now its not high on the todo list and the main team are hard at work just trying to get the PBR version working.
*EDIT* you can try and replace the composite1.vsh with the one from SEUS 10.2 but it will end up haveing bugs and some things with the sun and moon to look strange, but you can have a shot and see how you go.
Thanks for your help, I really appreciate it. What I'll do tomorrow is pull one of the void worlds from the server and open it locally as an unmodded Vanilla map to see if nights have the same problem there. I'll report back when I have that info.
No, none of that did much. =/ My fps is still 19-25, with those listed settings turned off. Upon switching back to the 1.8.9 Preview2 pack, my fps jumps back up to the aforementioned 50-60. So, I'm inclined to believe there is definitely something goofy with this release. I'm not too fussed, honestly. I am quite happy with the 1.8.9 preview2, as it makes MineCraft look beautiful and it performs wonderfully. =)
As for the texture packs, I'm not a fan of Chromahills; nor any of the hundreds of texture packs I've tried over the years. Misa and Faithful are the only two that I ever really liked. With the Preview2 shaders and my Misa pack, my fps is at 50-60. So again, I'm not too worried. Thank you for your help.
Ok, so I spent a good while playing around with v1.2 and the PBR pack last night, and unfortunately I can't relate to these issues you're experiencing
1.2 is certainly buggy, distance objects look.... errr... weird and janky to say the least, and the GI is places is extreme. Holding a piece of green slime in my hand was causing an entire wall to light up bright intense green which is a bit OTT. But the overall FPS I was experiencing was roughly the same as I get from 1.8.9 Pre2, (well the way I have 1.8.9 setup and within margin of error).
Regarding the PBR pack, well it looks fantastic, I love the style. The FPS, well again I didn't notice a drop compared to a 256x pack I've been testing for a few days, with only some blocks being textured in the PBR I guess that makes the difference.
So I'm lost same as you to why your performance has taken such a hit. Sorry I can't offer anything to help.
Ok, so I spent a good while playing around with v1.2 and the PBR pack last night, and unfortunately I can't relate to these issues you're experiencing
1.2 is certainly buggy, distance objects look.... errr... weird and janky to say the least, and the GI is places is extreme. Holding a piece of green slime in my hand was causing an entire wall to light up bright intense green which is a bit OTT. But the overall FPS I was experiencing was roughly the same as I get from 1.8.9 Pre2, (well the way I have 1.8.9 setup and within margin of error).
Regarding the PBR pack, well it looks fantastic, I love the style. The FPS, well again I didn't notice a drop compared to a 256x pack I've been testing for a few days, with only some blocks being textured in the PBR I guess that makes the difference.
So I'm lost same as you to why your performance has taken such a hit. Sorry I can't offer anything to help.
It's fine. I'm happy with the 1.8.9 preview2, so it doesn't bother me that I can't use either of the 1.2 releases. Thank you both Stazza, and Euphoria.
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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
1) POM is enabled in Nether while it's disabled completely in shaders properties.
2) Monsters and players looks liek at screenshot - like negative or something.
Anyone else have same problems? Any way top fix it?
Looks the same in 1.8.9 pre, 1.2 classic adn pbr versions.
No you are not the only one believe me. I posted (Here) when I started using 1.8.9 Pre2 and saw the issues while in the Nether. v1.1.5 seemed fine for me in the Nether, but 1.8.9 Pre2 totally breaks, everything is over saturated in red, shadows break, light direction seems off and yes, entities weirdly glow bright when they are near a light source.
I just setup 1.1.5 to roughly the same as 1.8.9 Pre2 and switch them when entering the Nether.
No you are not the only one believe me. I posted (Here) when I started using 1.8.9 Pre2 and saw the issues while in the Nether. v1.1.5 seemed fine for me in the Nether, but 1.8.9 Pre2 totally breaks, everything is over saturated in red, shadows break, light direction seems off and yes, entities weirdly glow bright when they are near a light source.
I just setup 1.1.5 to roughly the same as 1.8.9 Pre2 and switch them when entering the Nether.
Oh, I fixed this myself in the 1.8.9 preview2. There's actually three separate shader programmes; one for each world. The nether, the end and the overworld. I'm not sure why the Continuum Devs did that, but you can fix the issues by simply deleting the ''World1'' and World-1'' folders within the shaderpack file.
After doing so, it all functions perfectly. =)
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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
Oh, I fixed this myself in the 1.8.9 preview2. There's actually three separate shader programmes; one for each world. The nether, the end and the overworld. I'm not sure why the Continuum Devs did that, but you can fix the issues by simply deleting the ''World1'' and World-1'' folders within the shaderpack file.
You're both quite welcome! =) Happily sitting in my Blaze Farm, right now.
Just wondering if you tried out my last suggestions to get back your fps with continuum 1.2 non-pbr Classic? With turning on SEUS GI and turning off HBAO? Just that by using preview 2 you will be missing some bug fixes and new features like volumetric light, new specular/rain puddles, new lens flares and light jitter.
Oh and the worlds you deleted were there as separate shaders for the nether and the end world because the main shader is really only designed for the overworld and they can be very buggy in the other worlds thus we started creating new shaders for these worlds and they are still very much beta at this stage.
Ok, so I spent a good while playing around with v1.2 and the PBR pack last night, and unfortunately I can't relate to these issues you're experiencing
1.2 is certainly buggy, distance objects look.... errr... weird and janky to say the least, and the GI is places is extreme. Holding a piece of green slime in my hand was causing an entire wall to light up bright intense green which is a bit OTT. But the overall FPS I was experiencing was roughly the same as I get from 1.8.9 Pre2, (well the way I have 1.8.9 setup and within margin of error).
Regarding the PBR pack, well it looks fantastic, I love the style. The FPS, well again I didn't notice a drop compared to a 256x pack I've been testing for a few days, with only some blocks being textured in the PBR I guess that makes the difference.
So I'm lost same as you to why your performance has taken such a hit. Sorry I can't offer anything to help.
I'm a bit surprised by this because everyone that has the shader working has reported fps loss and we know that some new featurs such as pbr and HBAO take off fps. But hey if your having a good experience with it that's great, some good news from the 1.2 pbr version.
Just wondering if you tried out my last suggestions to get back your fps with continuum 1.2 non-pbr Classic? With turning on SEUS GI and turning off HBAO? Just that by using preview 2 you will be missing some bug fixes and new features like volumetric light, new specular/rain puddles, new lens flares and light jitter.
Oh and the worlds you deleted were there as separate shaders for the nether and the end world because the main shader is really only designed for the overworld and they can be very buggy in the other worlds thus we started creating new shaders for these worlds and they are still very much beta at this stage.
I did try it, yes. My fps was still far below what I had with the 1.8.9 preview2, though. Again, I'm happy with the old version. New features and bug fixes are not worth it (to me) if I can't run the game at a smooth, playable frame rate. But again, thank you. I do appreciate your efforts to help.
As for the worlds, yes. I was aware of that. The default SEUS shaders don't have separate shaders for every world, though and it has always functioned perfectly fine for me in the Nether and the End.
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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
to me it sounds like the reseting of the time and the plugin for the time/day change would be the cause unfortunatly.
Anything that can be done? well yes and no see Continuum is based of an older SEUS shader and in the new 10.2 SEUS has changed how day/time works and now uses sunangle instead and really is a way better way of doing it than having set times for day and night like continuum has it but to have it set up using sunangle will require a bit of recoding to set it up using sunangle, I personally have tried and it changes a few things in the shader like sunrise/set colouring and a few other little problems with the sun and moon. This is an area we might come back to and change but for now its not high on the todo list and the main team are hard at work just trying to get the PBR version working.
*EDIT* you can try and replace the composite1.vsh with the one from SEUS 10.2 but it will end up haveing bugs and some things with the sun and moon to look strange, but you can have a shot and see how you go.
Okay, so I pulled the void world from the server and opened it locally. It was nighttime because that's what the server had set it to and the problem still existed. To confirm that it's a time sync issue, I created a new void world locally using the built in presets and allowed day to pass into night. No problem there, night was dark as you'd expect. Out of curiosity, I tried using the /time command to switch between day and night and everything worked as expected, no issues. I went back to the first void world, the one I pulled down from the server and which has the nighttime issue, and when I use the /time commands there it also caused the shader to sync up and days and nights began behaving properly again.
So, correct me if I'm wrong here, but when I use the /time command locally the shader must be able to pick it up and syncs with it, but when a server uses the same command on a world, the shader is unable to sync properly? Is that what's going on?
Okay, so I pulled the void world from the server and opened it locally. It was nighttime because that's what the server had set it to and the problem still existed. To confirm that it's a time sync issue, I created a new void world locally using the built in presets and allowed day to pass into night. No problem there, night was dark as you'd expect. Out of curiosity, I tried using the /time command to switch between day and night and everything worked as expected, no issues. I went back to the first void world, the one I pulled down from the server and which has the nighttime issue, and when I use the /time commands there it also caused the shader to sync up and days and nights began behaving properly again.
So, correct me if I'm wrong here, but when I use the /time command locally the shader must be able to pick it up and syncs with it, but when a server uses the same command on a world, the shader is unable to sync properly? Is that what's going on?
You are correct here, and it's like I said before the continuum shader works on set time values and my guess the server plugin goes out side these preset times and causes the times/days to get messed up. If we changed to du angle like in seus 10.2 this would fix the problem but like I also said it will be a big job to do so but will add this to the todo list
You are correct here, and it's like I said before the continuum shader works on set time values and my guess the server plugin goes out side these preset times and causes the times/days to get messed up. If we changed to du angle like in seus 10.2 this would fix the problem but like I also said it will be a big job to do so but will add this to the todo list
I do have control over what times the plugin uses. Currently it uses 12500 ticks for dawn and 23500 ticks for dusk to achieve perma-night. This is based on the default 24000 tick cycle. Could you please let me know what values or tick range the shader is expecting so I can attempt to make the necessary adjustments to the plugin?
I do have control over what times the plugin uses. Currently it uses 12500 ticks for dawn and 23500 ticks for dusk to achieve perma-night. This is based on the default 24000 tick cycle. Could you please let me know what values or tick range the shader is expecting so I can attempt to make the necessary adjustments to the plugin?
You can check the shaders set times in composite1.vsh, in there you will see timenoon, timemidnight ect and next to them are the set minecraft/shader times, although the times you have stated are close to the defaults so I'm a but surprised that there are problems.....
You can check the shaders set times in composite1.vsh, in there you will see timenoon, timemidnight ect and next to them are the set minecraft/shader times, although the times you have stated are close to the defaults so I'm a but surprised that there are problems.....
I'll have a look, thanks.
Again, all the plugin is doing is resetting the time to 12500 ticks when it detects that the time has passed 23500 ticks. So it's not really modifying anything. Any other theories as to why the nights end up being bright in that world? As a side note, Continuum isn't the only shader pack that does this so I'm not trying to suggest there's something wrong here, I'm just hoping someone has some idea of why it's doing this so I can hopefully sort it out.
ok I think I have an idea on whats happening, I need to ask though are you playing on a server when this is happening and are you using a mod that affects the minecraft time? if so thats the problem as Continuum works around a set/structured time and some servers has a custom time setting that messes with our shader, someone else mentioned this a little while back about a mod that changes the time length and this also affected the way day and night works in our shader.
If you could test the shader out with out any mods and on a solo world and see if the problem is still there.
Yes it is on a server and yes a plugin resets the time of those worlds, but doesn't affect its length. We also run Multiverse for multiple worlds, each potentially having different times. Players can, for example, sleep the night away in one world without affecting time in other worlds.
For this particular void world, the time plugin allows the night to progress normally then resets it back to night before dawn happens so it is a continual night. It's not changing the length of the night and only triggers at dawn so it should be no different than a player using the /time command or sleeping in a bed.
Additionally, for those screenshots, I had just logged into the server so as far as my client knew the time for that world was legitimately around midnight. The plugin had not yet triggered during my session to reset time.
This is the time plugin: http://dev.bukkit.org/bukkit-plugins/all-day-and-all-night/
I will give it a test tomorrow to confirm whether or not it happens with the plugin disabled. If it is due to time being reset is there anything that can be done to make the shader sync up?
to me it sounds like the reseting of the time and the plugin for the time/day change would be the cause unfortunatly.
Anything that can be done? well yes and no see Continuum is based of an older SEUS shader and in the new 10.2 SEUS has changed how day/time works and now uses sunangle instead and really is a way better way of doing it than having set times for day and night like continuum has it but to have it set up using sunangle will require a bit of recoding to set it up using sunangle, I personally have tried and it changes a few things in the shader like sunrise/set colouring and a few other little problems with the sun and moon. This is an area we might come back to and change but for now its not high on the todo list and the main team are hard at work just trying to get the PBR version working.
*EDIT* you can try and replace the composite1.vsh with the one from SEUS 10.2 but it will end up haveing bugs and some things with the sun and moon to look strange, but you can have a shot and see how you go.
Thanks for your help, I really appreciate it. What I'll do tomorrow is pull one of the void worlds from the server and open it locally as an unmodded Vanilla map to see if nights have the same problem there. I'll report back when I have that info.
Ok, so I spent a good while playing around with v1.2 and the PBR pack last night, and unfortunately I can't relate to these issues you're experiencing
1.2 is certainly buggy, distance objects look.... errr... weird and janky to say the least, and the GI is places is extreme. Holding a piece of green slime in my hand was causing an entire wall to light up bright intense green which is a bit OTT. But the overall FPS I was experiencing was roughly the same as I get from 1.8.9 Pre2, (well the way I have 1.8.9 setup and within margin of error).
Regarding the PBR pack, well it looks fantastic, I love the style. The FPS, well again I didn't notice a drop compared to a 256x pack I've been testing for a few days, with only some blocks being textured in the PBR I guess that makes the difference.
So I'm lost same as you to why your performance has taken such a hit. Sorry I can't offer anything to help.
Hi.
I'm interested if i am the only one with this stuff:
https://yadi.sk/i/ERPFreOLrT66R
https://yadi.sk/i/3DuRJ8xdrT67J
1) POM is enabled in Nether while it's disabled completely in shaders properties.
2) Monsters and players looks liek at screenshot - like negative or something.
Anyone else have same problems? Any way top fix it?
Looks the same in 1.8.9 pre, 1.2 classic adn pbr versions.
It's fine. I'm happy with the 1.8.9 preview2, so it doesn't bother me that I can't use either of the 1.2 releases. Thank you both Stazza, and Euphoria.
• 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
No you are not the only one believe me. I posted (Here) when I started using 1.8.9 Pre2 and saw the issues while in the Nether. v1.1.5 seemed fine for me in the Nether, but 1.8.9 Pre2 totally breaks, everything is over saturated in red, shadows break, light direction seems off and yes, entities weirdly glow bright when they are near a light source.
I just setup 1.1.5 to roughly the same as 1.8.9 Pre2 and switch them when entering the Nether.
Oh, I fixed this myself in the 1.8.9 preview2. There's actually three separate shader programmes; one for each world. The nether, the end and the overworld. I'm not sure why the Continuum Devs did that, but you can fix the issues by simply deleting the ''World1'' and World-1'' folders within the shaderpack file.
After doing so, it all functions perfectly. =)
• 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
You Legend! Thank you anomalously for this.
Thanks a lot! You're my saviour.
You're both quite welcome! =)
Happily sitting in my Blaze Farm, right now.
• 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
Just wondering if you tried out my last suggestions to get back your fps with continuum 1.2 non-pbr Classic? With turning on SEUS GI and turning off HBAO? Just that by using preview 2 you will be missing some bug fixes and new features like volumetric light, new specular/rain puddles, new lens flares and light jitter.
Oh and the worlds you deleted were there as separate shaders for the nether and the end world because the main shader is really only designed for the overworld and they can be very buggy in the other worlds thus we started creating new shaders for these worlds and they are still very much beta at this stage.
I'm a bit surprised by this because everyone that has the shader working has reported fps loss and we know that some new featurs such as pbr and HBAO take off fps. But hey if your having a good experience with it that's great, some good news from the 1.2 pbr version.
I did try it, yes. My fps was still far below what I had with the 1.8.9 preview2, though. Again, I'm happy with the old version. New features and bug fixes are not worth it (to me) if I can't run the game at a smooth, playable frame rate. But again, thank you. I do appreciate your efforts to help.
As for the worlds, yes. I was aware of that. The default SEUS shaders don't have separate shaders for every world, though and it has always functioned perfectly fine for me in the Nether and the End.
• 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
Okay, so I pulled the void world from the server and opened it locally. It was nighttime because that's what the server had set it to and the problem still existed. To confirm that it's a time sync issue, I created a new void world locally using the built in presets and allowed day to pass into night. No problem there, night was dark as you'd expect. Out of curiosity, I tried using the /time command to switch between day and night and everything worked as expected, no issues. I went back to the first void world, the one I pulled down from the server and which has the nighttime issue, and when I use the /time commands there it also caused the shader to sync up and days and nights began behaving properly again.
So, correct me if I'm wrong here, but when I use the /time command locally the shader must be able to pick it up and syncs with it, but when a server uses the same command on a world, the shader is unable to sync properly? Is that what's going on?
You are correct here, and it's like I said before the continuum shader works on set time values and my guess the server plugin goes out side these preset times and causes the times/days to get messed up. If we changed to du angle like in seus 10.2 this would fix the problem but like I also said it will be a big job to do so but will add this to the todo list
I do have control over what times the plugin uses. Currently it uses 12500 ticks for dawn and 23500 ticks for dusk to achieve perma-night. This is based on the default 24000 tick cycle. Could you please let me know what values or tick range the shader is expecting so I can attempt to make the necessary adjustments to the plugin?
You can check the shaders set times in composite1.vsh, in there you will see timenoon, timemidnight ect and next to them are the set minecraft/shader times, although the times you have stated are close to the defaults so I'm a but surprised that there are problems.....
I'll have a look, thanks.
Again, all the plugin is doing is resetting the time to 12500 ticks when it detects that the time has passed 23500 ticks. So it's not really modifying anything. Any other theories as to why the nights end up being bright in that world? As a side note, Continuum isn't the only shader pack that does this so I'm not trying to suggest there's something wrong here, I'm just hoping someone has some idea of why it's doing this so I can hopefully sort it out.