How much RAM do you need to allocate to run the x512? my new-ish mac runs the x256 fine, but the x512 crashes me instantly.
and good luck with the PR x512!
How much RAM do you need to allocate to run the x512? my new-ish mac runs the x256 fine, but the x512 crashes me instantly.
and good luck with the PR x512!
i miss wildgrass too :sad.gif:, it was so close to being alive again.
the new font, apart from it's few graphical glitches looks good and works well with the pack.
I'm looking forward to getting my new laptop so i can run the 256 version without major lag, something I've wanted to do since this pack was just beginning
The font will be fixed in time. I'm working on getting it 1.2 ready and trying to catch the x512 pack up, but I'm running into a ton of issues there.
Hehehe, you've fallen to the same thing as many of the rest of us. Personally, the 256 will do - at least for the moment. With the 512 pack not finished, that should probably be a priority higher than moving Photo up to 512. If you decide you want to do Photo in 512 once you're done with the RPG pack, I'll be very happy. Your choice entirely though, I understand how hard it would be to remake all the textures in 512.
I think you're right. I'll worry about getting both packs up to date and polished and THEN get around to seeing how a x512 Photo Realism will work.
Out of curiosity, are the Sonic's Ether shaders suppose to take up around 3.2-3.4GB of RAM? I'm wondering if my Java is taking a **** or is that mod REALLY intensive. Personally, I think both... XD
So, this pack looks great, my only issue is, using the 128x? I get this odd texture with simple Stone blocks, it has two tiny little fires burning in the corner, and one neather purple sworly thingy.... Anyone else having this issue?
Known problem, usually PEBKAC :wink.gif:. Use the latest version of MCPatcher or Optifine. If you already did that, try redownloading and reapplying it.
Yeeeep, Had to repatch. I'm pretty new to HD textures, mainly back in November, so this is the first time I had to do it, after an update. Thanks for the help though. Sorry for the derp question.
Out of curiosity, are the Sonic's Ether shaders suppose to take up around 3.2-3.4GB of RAM? I'm wondering if my Java is taking a **** or is that mod REALLY intensive. Personally, I think both... XD
I have been running Sonic's shaders with 2.5GB RAM for a while. 3.2GB is too much. I can even run 512x with Sonic's shaders at 2.5GB. I bet I can run 256x version at 1.5GB.
I am having problems with the x256 texture pack. The stone bricks on it are see through. Is it not updated for Minecraft 1.1? I patched it and everything. Also I downloaded the compressed version. (The second adfly link).
This makes COD MW3 and BF3 look outdated! amazing job!!!!!!!
CoD has been outdated for ages.
Sadly, neither is made outdated by this TP, no matter how amazing.
Ignoring shader effects in both, the resolutions in CoD would be about 2048x2048 to 4196x4196 instead of this pack's 512x512 max, and BF3 likely reaches 8192x8192 textures, maybe higher, though I doubt it.
Out of curiosity, are the Sonic's Ether shaders suppose to take up around 3.2-3.4GB of RAM? I'm wondering if my Java is taking a **** or is that mod REALLY intensive. Personally, I think both... XD
The RAM isn't really the problem. Yeah, Java is taking the **** - its Java and it hates doing graphics stuff. The mod however is VERY intensive on the GPU. Gone from 600+ FPS to 40FPS by using it. Wish Jeb would move MC off Java and into Python or C++, might help a bit with that particular issue if done right.
CoD has been outdated for ages.
Sadly, neither is made outdated by this TP, no matter how amazing.
Ignoring shader effects in both, the resolutions in CoD would be about 2048x2048 to 4196x4196 instead of this pack's 512x512 max, and BF3 likely reaches 8192x8192 textures, maybe higher, though I doubt it.
Yes and no. Average textures created in modern gaming is around 1024^2 and 2048^2. Now, they also are free to do whatever they want with textures as well where as Minecraft is forced to have a square resolution meaning a 800x1200 texture will never work in this game (without some mad issues or modding). Additionally, modern games are able to "blend" textures very easily which creates the image of a more seamless world.
We also have to consider that the entire Minecraft world is essentially "destructible" and every object can be moved, broken, or created in-game. So each game has their own reason for looking "good", I guess is my point. XD
The RAM isn't really the problem. Yeah, Java is taking the **** - its Java and it hates doing graphics stuff. The mod however is VERY intensive on the GPU. Gone from 600+ FPS to 40FPS by using it. Wish Jeb would move MC off Java and into Python or C++, might help a bit with that particular issue if done right.
As Estelyen said, it's simply just not going to happen. To make an analogy, it's like creating a x512 resolution pack with my original Photo Realism textures which were x256 native. You can't upscale because it would look the same or even worse so you have to build it from the ground back up again. Taking ages. =(
I have been running Sonic's shaders with 2.5GB RAM for a while. 3.2GB is too much. I can even run 512x with Sonic's shaders at 2.5GB. I bet I can run 256x version at 1.5GB.
JAVA!!!!!!
I may update my Java again. I heard version 7 is pretty nice. Hopefully that does the trick.
I have downloaded this texture pack after seeing the cinemacraft video. I thought the waves were really awesome! I got GLSL as well. I put the shader files in my shader folder in the jar but, I can't get the water wave effect you had.
My FPS will probably drop form 120 to 2 with the pack, BUT I WANT IT!
Not sure if it would affect your FPS that much :laugh.gif: My laptop runs at about 30 fps with default, and about the same if not, for some REALLY WEIRD reason, to 35 or 40 with 64x lb photo realism. I don't know, texturepacks affect many computers very differently :wink.gif:
Oh, just a question here, what does OpenGL do, for me it just slows down how fast it renders, and it makes my fps go from 120+ to 70-90 fps... Isn't it just a different rendering engine or somethin like that?
i love this pack, but whatever's up with the font makes reading the chat in multiplayer impossible, the spacing is all wierd. i would love to be able to use this, but i have to be able to read everything or ima get fired :sad.gif: is this a bug or something?
Dude, happens to me ALL THE TIME. actually almost every other time I re install the mod lol Just patch the jar :tongue.gif:
and good luck with the PR x512!
1.5GB-2GB. Use optifine to make MC uses less RAM.
The font will be fixed in time. I'm working on getting it 1.2 ready and trying to catch the x512 pack up, but I'm running into a ton of issues there.
I think you're right. I'll worry about getting both packs up to date and polished and THEN get around to seeing how a x512 Photo Realism will work.
Thank you. I believe you're the first person that I've noticed that uses colored font (other than red).
Unique. =)
Out of curiosity, are the Sonic's Ether shaders suppose to take up around 3.2-3.4GB of RAM? I'm wondering if my Java is taking a **** or is that mod REALLY intensive. Personally, I think both... XD
Yeeeep, Had to repatch. I'm pretty new to HD textures, mainly back in November, so this is the first time I had to do it, after an update. Thanks for the help though. Sorry for the derp question.
I have been running Sonic's shaders with 2.5GB RAM for a while. 3.2GB is too much. I can even run 512x with Sonic's shaders at 2.5GB. I bet I can run 256x version at 1.5GB.
CoD has been outdated for ages.
Sadly, neither is made outdated by this TP, no matter how amazing.
Ignoring shader effects in both, the resolutions in CoD would be about 2048x2048 to 4196x4196 instead of this pack's 512x512 max, and BF3 likely reaches 8192x8192 textures, maybe higher, though I doubt it.
The RAM isn't really the problem. Yeah, Java is taking the **** - its Java and it hates doing graphics stuff. The mod however is VERY intensive on the GPU. Gone from 600+ FPS to 40FPS by using it. Wish Jeb would move MC off Java and into Python or C++, might help a bit with that particular issue if done right.
Yes and no. Average textures created in modern gaming is around 1024^2 and 2048^2. Now, they also are free to do whatever they want with textures as well where as Minecraft is forced to have a square resolution meaning a 800x1200 texture will never work in this game (without some mad issues or modding). Additionally, modern games are able to "blend" textures very easily which creates the image of a more seamless world.
We also have to consider that the entire Minecraft world is essentially "destructible" and every object can be moved, broken, or created in-game. So each game has their own reason for looking "good", I guess is my point. XD
As Estelyen said, it's simply just not going to happen. To make an analogy, it's like creating a x512 resolution pack with my original Photo Realism textures which were x256 native. You can't upscale because it would look the same or even worse so you have to build it from the ground back up again. Taking ages. =(
JAVA!!!!!!
I may update my Java again. I heard version 7 is pretty nice. Hopefully that does the trick.
Haha, I'm still working on getting it better. :wink.gif:
Not sure if it would affect your FPS that much :laugh.gif: My laptop runs at about 30 fps with default, and about the same if not, for some REALLY WEIRD reason, to 35 or 40 with 64x lb photo realism. I don't know, texturepacks affect many computers very differently :wink.gif:
Oh, just a question here, what does OpenGL do, for me it just slows down how fast it renders, and it makes my fps go from 120+ to 70-90 fps... Isn't it just a different rendering engine or somethin like that?
Dang it I did :tongue.gif:
Okay, noob question: what's the difference between xms and xmx when allocating? i just have the 1g for both right now... does it matter?