Was wondering if anyone could help me with this...?
If not maybe this could at least provide info for developers.
I downloaded and installed the LB RPG 512x512 texture pack onto a fresh minecraft.jar (on MineCraft 1.7.3) and the patch works fine (using MCPatcher v2.1.0_02) and I click Test MineCraft and it runs great at over 100 FPS using only about 1.5GB of RAM. However once I try to launch the game in Minecraft.exe it crashes because MineCraft runs out of memory.
(IT LOOKS AWESOME BTW!)
The thing is, I have already changed my java settings to allow 3072MB of RAM to be used as well as made the .bat file in my MineCraft.exe folder to do the same thing- only when I run the game the numbers don't match up. I even changed the javaw.exe priority to Above Normal to reduce lag.
The strange thing is that when patched the texturepack seems to replace the default texture pack and it does not work- it lags at 1fps like crazy although still only uses about 1024MB of RAM. Not sure why that is happening but figured I should mention it. I encountered this problem with the 256x256 pack as well and I don't remember how I got it to work properly.
Also I noticed using the regular version of MCPatcher (v1.1.12_02) Testing MineCraft that it says "AppData\Roaming\.minecraft\bin/natives, -Xmx1024M, -Xms512M, net.minecraft.client.Minecraft" even though I have already changed both of those values to 3072M in the java Runtime Parameters and the .bat file.
I don't have this problem using the newer MCPatcher, although it does ignore my Xms setting and is still set to 512MB.
Could this be what causes the crashes?
The way I understand it is the natives is the default memory setting for MineCraft and apparently everything I'm doing isn't over-riding that...?
Or am I missing something?
I'm currently playing solo with the LB Photo Realism 256x256 texture pack installed with MCPatcher (v1.1.12_02) as well as using the Yogsbox, TooManyItems, OptiFine 1.7.3_HD_F_MTL, and SinglePlayerCommands mods well over 60fps. Memory again at about 1024MB working fine.
On multiplayer I use the LB Photo Realism 256x256 texture pack with OptiFine.
Let me know if you need my in-game graphics settings as well because OptiFine has a lot of options. It does not work if you change the Water Speed Settings, All the Sky Settings, or switch off of Fancy Overall Grahpics. Also smooth lighting must be kept on or there will be contrast issues when holding a map (only on the map) for some odd reason.
MY Graphics Settings are as follows-
Ambient Occlusion: Quality
Anisotropic filtering: 16x
Antialiasing - Gamma correction: On
Antialiasing - Mode: Override application
Antialiasing - Setting: 32x CSAA
Antialiasing - Transparency: 8x (supersample)
CUDA - GPUs: GeForce GTX 460
Maximum pre-rendered frames: 8
Multi-display/mixed-GPU acceleration: Single display performance mode
Power management mode: Prefer Maximum performance
Texture filtering - Anisotropic sample optimization: Off (disabled)
Texture filtering - Negative LOD bias: Clamp
Texture filtering - Quality: High Quality
Texture filtering - Trilinear optimization: On (disabled)
Threaded Optimization: Auto
Triple buffering: On
Vertical sync: Force off
Note:
High-Res texture packs don't work for me on lower settings. The Anisotropic and Texture filtering and the have the biggest impact on this and must be kept on highest or the game really freaks out and you will see lines between blocks or really grainy texture at a distance and it just doesn't look good. Usually the game won't even load properly if I change these around.
Here is my rig from Xfire-
Manufacturer:
ASUSTeK Computer INC.
Processor:
AMD Phenomâ„¢ II X4 820 Processor (4 CPUs), ~2.8GHz (HT @ 2400MHz)(O.C. @ 3360MHz)(L2 @ 4 x 512KB, L3 @ 4MB) (45 nm)
Memory:
Corsair Corsair 8 GB (2x4GB) SDRAM - DDR3-1600/PC3-12800 240-pin DIMM (@ 1600MHz)
Hard Drive:
Western Digital 5400 RPM, Cache 64MB, 1 TB, SATA (3GB/s)
Video Card:
NVIDIA GeForce GTX 460 GIGABYTE (Fermi) 1GB 256-bit GDDR5 GPU 715Mhz Mem 1800Mhz Shader 1430Mhz DirectX11 OpenGL4.0 RAMDAC 400MHz Max Res 2560x1600
Monitor:
ACER 23" 5ms VGA DVI HDMI LED-Backlight LCD (1920x1080 60Hz) (1000:1)
Sound Card:
Speakers (Realtek High Definition Audio)
Speakers/Headphones:
Sony Dynamic Stereo Headphones MDR-V150
Keyboard:
Razer Arctosa 1000Hz (1ms) 10 profiles Macro capable
Mouse:
Razer Habu 1000Hz (1ms) 2000DPI 7 buttons 5 profiles Macro capable
Mouse Surface:
Mouse Pad
Operating System:
Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.110408-1631)
Motherboard:
880G, M4A88TD-M, HT 2600MHz, 7.1 Audio, PCI 2.0x16, SATA (6GB/s), DDR3 (2000MHz O.C. Capable)
Computer Case:
Thermaltake, Micro ATX, USB 2.0 x 2, HD Audio ports (PSU 630W)
12 gigs of RAM, telling it in both MCPatcher and in my java to use a total of 5G of memory, and it's still telling me out of memory for the 512 pack.
Rollback Post to RevisionRollBack
<Pluecherry777>: I still think its funny that in 5 months, a group of modders made a mod thats actually better than a game thats been around for 2 years...
MY Graphics Settings are as follows-
Ambient Occlusion: Quality
Anisotropic filtering: 16x
Antialiasing - Gamma correction: On
Antialiasing - Mode: Override application
Antialiasing - Setting: 32x CSAA
Antialiasing - Transparency: 8x (supersample)
CUDA - GPUs: GeForce GTX 460
Maximum pre-rendered frames: 8
Multi-display/mixed-GPU acceleration: Single display performance mode
Power management mode: Prefer Maximum performance
Texture filtering - Anisotropic sample optimization: Off (disabled)
Texture filtering - Negative LOD bias: Clamp
Texture filtering - Quality: High Quality
Texture filtering - Trilinear optimization: On (disabled)
Threaded Optimization: Auto
Triple buffering: On
Vertical sync: Force off
Your AA setting is overkill to say the very least. In most real world applications, (games and such) its virtually impossible to see a difference in model smoothness at anything above 8x. All you're doing is forcing your video card to render the frames at MUCH larger resolutions, then downsample. Also, theres no reason to have triple buffering enabled when vsync is disabled.
I installed this texture pack, and it looks gorgeous indoors and when I'm not moving, but the moment I start moving it seems like every bock has a huge amount of pixels and so it's almost like I have static or noise on the scree when moving around. I was wondering if there's any solution to this, or even if it's normal.
Edit: This is the 256 pack by the way, and it's not due to lag, my computer can easily handle it.
ye athats the problem with high res textures. things look very grainy from far away. especially with x512. mipmaping blurrs textures that are further away so thats a easy fix. also gsgl shaders do something like that but in my opinion not as well as mipmaping.
Your AA setting is overkill to say the very least. In most real world applications, (games and such) its virtually impossible to see a difference in model smoothness at anything above 8x. All you're doing is forcing your video card to render the frames at MUCH larger resolutions, then downsample. Also, theres no reason to have triple buffering enabled when vsync is disabled.
Yes, I know. As I mentioned the game has problems loading when I change them around. I keep Triple buffering On because I turn on vsync whenever I record, usually its on application controlled. I just wanted to make sure my FPS was at its highest and it was a genuine problem.
ye athats the problem with high res textures. things look very grainy from far away. especially with x512. mipmaping blurrs textures that are further away so thats a easy fix. also gsgl shaders do something like that but in my opinion not as well as mipmaping.
When I move side to side on the 512x512 I get missing chunks for a split second until I move slower.
This is Testing MineCraft using the latest McPatcher v2.1 etc
Ok here I am with the graphic settings I originally posted-
Here is switching it to application controlled for Anisotropic and Antialiasing-
And here is the same thing only switching the Texture filtering to High Performance and turning the optimizations On-
Please stop telling me my settings are wrong, the memory eventually stabilizes at 1800MB and I get 150fps if I wait for about 2 minutes. These are just at 10 seconds in.
The problem is No Matter What Setting I Use, MineCraft still crashes when I'm launching it with MineCraft.exe
No thats a common thing when you have Antialiasing that high. I normally never move side to side that fast, so its not an issue in actual gameplay.
My CPU is usually never above about 40% and my GPU never goes past about 25%.
Although yeah I might not have enough streaming processors idk.
I never use aa in minecraft. the game is made to look pixely. mipmaping does enough for me anyway.
I generally never force aa because it screws up things sometimes. like with u moving sideways.
12 gigs of RAM, telling it in both MCPatcher and in my java to use a total of 5G of memory, and it's still telling me out of memory for the 512 pack.
If you read last few pages of this thread, you would know the solution to this problem. It have been posted a lot.
I'll give you a hint, it is something about a batch file.
I tried installing this texture pack, but something weird happened. Pumpkins and Jack'o'lanterns had small patches of water on the edges and nether rack looked like flowing water. Water and Lava now also have no animation at all. Can someone help me please?
You need to use HDPatcher or Optifine to patch your jar to have animations.
If you read last few pages of this thread, you would know the solution to this problem. It have been posted a lot.
I'll give you a hint, it is something about a batch file.
You need to use HDPatcher or Optifine to patch your jar to have animations.
I have the same problem and I setup the .bat file properly and it still crashes. The .bat file doesn't work is what I'm saying the natives is still overriding it and setting it to -Xmx1024M and -Xms512M. No matter what MCPatcher I use, and I already setup the Java Runtime Parameters.
If you read last few pages of this thread, you would know the solution to this problem. It have been posted a lot.
I'll give you a hint, it is something about a batch file.
You need to use HDPatcher or Optifine to patch your jar to have animations.
I have the same problem and I setup the .bat file properly and it still crashes. The .bat file doesn't work is what I'm saying the natives is still overriding it and setting it to -Xmx1024M and -Xms512M. This happens on the 256x256 as well but luckily I don't use all the memory.
EDIT:
Out of posts for the day. WTF?
Anyway got it working now. It was the stupid .bat file that screwed everything up. However the Water didn't get replaced and so I still have the default texture on it, I assume the lava is the same- still looks good.
EDIT:
Got its working completely fine now with Yogsbox, TooManyITmes, OptiFine and SinglePlayerCommands at 70fps.
Here is a pic-
I have the same problem and I setup the .bat file properly and it still crashes. The .bat file doesn't work is what I'm saying the natives is still overriding it and setting it to -Xmx1024M and -Xms512M. This happens on the 256x256 as well but luckily I don't use all the memory.
IronWill's solution still works if you just drop the linux minecraft.jar to the desktop. It also has the benefit of keeping a console open to show you exactly what is being loaded or if there is no activity at all.
Can any one tell me how to install the 512x512 LB RPG texture pack.When i try to install it only shows the dirt background at the main menu of minecraft.I think its because the Patcher only supports up to 256x256.Any help?This texture pack would be better to me if it were a 256x256
Can any one tell me how to install the 512x512 LB RPG texture pack.When i try to install it only shows the dirt background at the main menu of minecraft.I think its because the Patcher only supports up to 256x256.Any help?This texture pack would be better to me if it were a 256x256
your computer might not be able to run it. lol mine can't :biggrin.gif: and there already is a 256x pack.
anyway, is there any ETA on a 32x version of the RPG pack?
Rollback Post to RevisionRollBack
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Yep that's the one. I really like it, I think it makes the outdoors look so much more lush :biggrin.gif:
did you get my message
OMG 1.8 is going to be... well there are no words for it but AMAZING
If not maybe this could at least provide info for developers.
I downloaded and installed the LB RPG 512x512 texture pack onto a fresh minecraft.jar (on MineCraft 1.7.3) and the patch works fine (using MCPatcher v2.1.0_02) and I click Test MineCraft and it runs great at over 100 FPS using only about 1.5GB of RAM. However once I try to launch the game in Minecraft.exe it crashes because MineCraft runs out of memory.
(IT LOOKS AWESOME BTW!)
The thing is, I have already changed my java settings to allow 3072MB of RAM to be used as well as made the .bat file in my MineCraft.exe folder to do the same thing- only when I run the game the numbers don't match up. I even changed the javaw.exe priority to Above Normal to reduce lag.
The strange thing is that when patched the texturepack seems to replace the default texture pack and it does not work- it lags at 1fps like crazy although still only uses about 1024MB of RAM. Not sure why that is happening but figured I should mention it. I encountered this problem with the 256x256 pack as well and I don't remember how I got it to work properly.
Also I noticed using the regular version of MCPatcher (v1.1.12_02) Testing MineCraft that it says "AppData\Roaming\.minecraft\bin/natives, -Xmx1024M, -Xms512M, net.minecraft.client.Minecraft" even though I have already changed both of those values to 3072M in the java Runtime Parameters and the .bat file.
I don't have this problem using the newer MCPatcher, although it does ignore my Xms setting and is still set to 512MB.
Could this be what causes the crashes?
The way I understand it is the natives is the default memory setting for MineCraft and apparently everything I'm doing isn't over-riding that...?
Or am I missing something?
I'm currently playing solo with the LB Photo Realism 256x256 texture pack installed with MCPatcher (v1.1.12_02) as well as using the Yogsbox, TooManyItems, OptiFine 1.7.3_HD_F_MTL, and SinglePlayerCommands mods well over 60fps. Memory again at about 1024MB working fine.
On multiplayer I use the LB Photo Realism 256x256 texture pack with OptiFine.
Let me know if you need my in-game graphics settings as well because OptiFine has a lot of options. It does not work if you change the Water Speed Settings, All the Sky Settings, or switch off of Fancy Overall Grahpics. Also smooth lighting must be kept on or there will be contrast issues when holding a map (only on the map) for some odd reason.
MY Graphics Settings are as follows-
Ambient Occlusion: Quality
Anisotropic filtering: 16x
Antialiasing - Gamma correction: On
Antialiasing - Mode: Override application
Antialiasing - Setting: 32x CSAA
Antialiasing - Transparency: 8x (supersample)
CUDA - GPUs: GeForce GTX 460
Maximum pre-rendered frames: 8
Multi-display/mixed-GPU acceleration: Single display performance mode
Power management mode: Prefer Maximum performance
Texture filtering - Anisotropic sample optimization: Off (disabled)
Texture filtering - Negative LOD bias: Clamp
Texture filtering - Quality: High Quality
Texture filtering - Trilinear optimization: On (disabled)
Threaded Optimization: Auto
Triple buffering: On
Vertical sync: Force off
Note:
High-Res texture packs don't work for me on lower settings. The Anisotropic and Texture filtering and the have the biggest impact on this and must be kept on highest or the game really freaks out and you will see lines between blocks or really grainy texture at a distance and it just doesn't look good. Usually the game won't even load properly if I change these around.
Here is my rig from Xfire-
Manufacturer:
ASUSTeK Computer INC.
Processor:
AMD Phenomâ„¢ II X4 820 Processor (4 CPUs), ~2.8GHz (HT @ 2400MHz)(O.C. @ 3360MHz)(L2 @ 4 x 512KB, L3 @ 4MB) (45 nm)
Memory:
Corsair Corsair 8 GB (2x4GB) SDRAM - DDR3-1600/PC3-12800 240-pin DIMM (@ 1600MHz)
Hard Drive:
Western Digital 5400 RPM, Cache 64MB, 1 TB, SATA (3GB/s)
Video Card:
NVIDIA GeForce GTX 460 GIGABYTE (Fermi) 1GB 256-bit GDDR5 GPU 715Mhz Mem 1800Mhz Shader 1430Mhz DirectX11 OpenGL4.0 RAMDAC 400MHz Max Res 2560x1600
Monitor:
ACER 23" 5ms VGA DVI HDMI LED-Backlight LCD (1920x1080 60Hz) (1000:1)
Sound Card:
Speakers (Realtek High Definition Audio)
Speakers/Headphones:
Sony Dynamic Stereo Headphones MDR-V150
Keyboard:
Razer Arctosa 1000Hz (1ms) 10 profiles Macro capable
Mouse:
Razer Habu 1000Hz (1ms) 2000DPI 7 buttons 5 profiles Macro capable
Mouse Surface:
Mouse Pad
Operating System:
Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.110408-1631)
Motherboard:
880G, M4A88TD-M, HT 2600MHz, 7.1 Audio, PCI 2.0x16, SATA (6GB/s), DDR3 (2000MHz O.C. Capable)
Computer Case:
Thermaltake, Micro ATX, USB 2.0 x 2, HD Audio ports (PSU 630W)
Your AA setting is overkill to say the very least. In most real world applications, (games and such) its virtually impossible to see a difference in model smoothness at anything above 8x. All you're doing is forcing your video card to render the frames at MUCH larger resolutions, then downsample. Also, theres no reason to have triple buffering enabled when vsync is disabled.
ye athats the problem with high res textures. things look very grainy from far away. especially with x512. mipmaping blurrs textures that are further away so thats a easy fix. also gsgl shaders do something like that but in my opinion not as well as mipmaping.
Yes that is what I did, but it patches it onto the MineCraft.jar and I end up with a file size of like 86,000KB. I should have mentioned that lol.
Yes, I know. As I mentioned the game has problems loading when I change them around. I keep Triple buffering On because I turn on vsync whenever I record, usually its on application controlled. I just wanted to make sure my FPS was at its highest and it was a genuine problem.
When I move side to side on the 512x512 I get missing chunks for a split second until I move slower.
then ur pc can't handle it.
Ok here I am with the graphic settings I originally posted-
Here is switching it to application controlled for Anisotropic and Antialiasing-
And here is the same thing only switching the Texture filtering to High Performance and turning the optimizations On-
Please stop telling me my settings are wrong, the memory eventually stabilizes at 1800MB and I get 150fps if I wait for about 2 minutes. These are just at 10 seconds in.
The problem is No Matter What Setting I Use, MineCraft still crashes when I'm launching it with MineCraft.exe
No thats a common thing when you have Antialiasing that high. I normally never move side to side that fast, so its not an issue in actual gameplay.
My CPU is usually never above about 40% and my GPU never goes past about 25%.
Although yeah I might not have enough streaming processors idk.
I never use aa in minecraft. the game is made to look pixely. mipmaping does enough for me anyway.
I generally never force aa because it screws up things sometimes. like with u moving sideways.
If you read last few pages of this thread, you would know the solution to this problem. It have been posted a lot.
I'll give you a hint, it is something about a batch file.
You need to use HDPatcher or Optifine to patch your jar to have animations.
I have the same problem and I setup the .bat file properly and it still crashes. The .bat file doesn't work is what I'm saying the natives is still overriding it and setting it to -Xmx1024M and -Xms512M. No matter what MCPatcher I use, and I already setup the Java Runtime Parameters.
I have the same problem and I setup the .bat file properly and it still crashes. The .bat file doesn't work is what I'm saying the natives is still overriding it and setting it to -Xmx1024M and -Xms512M. This happens on the 256x256 as well but luckily I don't use all the memory.
EDIT:
Ok this is the .bat that WORKS!
javaw -Xmx####m -Xms####m -jar "C:\PUT YOUR DIRETORY\Minecraft.exe"|
and run the .bat file to open MineCraft.
I don't know what site I got the other .bat code from but they did it wrong.
http://muttsworldmine.com/forums/index.php/topic/136-allocate-more-memory-to-minecraft/
EDIT:
Out of posts for the day. WTF?
Anyway got it working now. It was the stupid .bat file that screwed everything up. However the Water didn't get replaced and so I still have the default texture on it, I assume the lava is the same- still looks good.
EDIT:
Got its working completely fine now with Yogsbox, TooManyITmes, OptiFine and SinglePlayerCommands at 70fps.
Here is a pic-
IronWill's solution still works if you just drop the linux minecraft.jar to the desktop. It also has the benefit of keeping a console open to show you exactly what is being loaded or if there is no activity at all.
your computer might not be able to run it. lol mine can't :biggrin.gif: and there already is a 256x pack.
anyway, is there any ETA on a 32x version of the RPG pack?