Testing was done with a fresh copy of Minecraft 1.4.7 without any mods or alterations.
Lets start with a few pictures:
How the end portal looks on nVidia Graphics
How the end portal looks on ATI Graphics
This was tested on four computers
Laptop: (portal renders correctly)
Dell Inspiron 1720
GeForce 8600M GT
Driver: 186.21
Windows Vista 32-bit
Java 6
PC #1: (portal does not render correctly)
ATI 5570
Driver: Catalyst 13.1
Windows 7 64-bit
Java 7
PC #2: (portal does not render correctly)
ATI 7870
Driver: Catalyst 12.10 (Also tested: 13.1 and Win8 default)
Windows 8 64bit
Java 7
PC #3: (portal renders correctly)
nVidia Geforce GTS 250
Driver: 310.70
Windows 8 64bit
Java 7
Note: PC #2 & #3 have identical hardware (except video card) and where built at the same time.
I did locate the missing textures:
If you look in the center of this image you can see them
As you can see from this image they are attached to the player
While at x:-4 z:15 the textures are being rendered at x:24 z:3 and maintain this offset as I move around. They are also rendering two blocks lower then the surface of the portal. (the y value is not attached to the player)
(Not having an ATI card, just some general suggestions from what I've noticed with Intel Cards/Nvidia cards)
have you checked to see if anti-aliasing is forced? If not anti-aliasing, check general settings that'd affect details such as resolution, any aspect ratio correction, video enhancement, potentially even buffered v-sync (Worth a check, I know threaded optimization can cause weird artifacts in NVidia cards)
Use application settings:
Enabled / Disabled
=> disabled **Can't change this with AMD optimized enabled**
Level:
Off / 2x / 4x / 6x / 8x / 16x / 32x / 64x
Level = 64x **Can't change this with AMD optimized enabled**
**I thought this one would be the fix but no matter what settings I used the portal remained broken**
Catalyst A.I
Texture Filtering Quality:
Performance / Quality / High Quality
=> Quality **Can't change this with Surface Format Optimization enabled**
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Curse PremiumThis has been submitted as a bug: https://mojang.atlassian.net/browse/MC-1607
Someday it may be fixed
Testing was done with a fresh copy of Minecraft 1.4.7 without any mods or alterations.
Lets start with a few pictures:
How the end portal looks on nVidia Graphics
How the end portal looks on ATI Graphics
This was tested on four computers
Laptop: (portal renders correctly)
Dell Inspiron 1720
GeForce 8600M GT
Driver: 186.21
Windows Vista 32-bit
Java 6
PC #1: (portal does not render correctly)
ATI 5570
Driver: Catalyst 13.1
Windows 7 64-bit
Java 7
PC #2: (portal does not render correctly)
ATI 7870
Driver: Catalyst 12.10 (Also tested: 13.1 and Win8 default)
Windows 8 64bit
Java 7
PC #3: (portal renders correctly)
nVidia Geforce GTS 250
Driver: 310.70
Windows 8 64bit
Java 7
Note: PC #2 & #3 have identical hardware (except video card) and where built at the same time.
I did locate the missing textures:
If you look in the center of this image you can see them
As you can see from this image they are attached to the player
While at x:-4 z:15 the textures are being rendered at x:24 z:3 and maintain this offset as I move around. They are also rendering two blocks lower then the surface of the portal. (the y value is not attached to the player)
have you checked to see if anti-aliasing is forced? If not anti-aliasing, check general settings that'd affect details such as resolution, any aspect ratio correction, video enhancement, potentially even buffered v-sync (Worth a check, I know threaded optimization can cause weird artifacts in NVidia cards)
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Curse PremiumAnti-Aliasing
Mode:
Use application settings / Enhance application settings / Override application settings
=> Use application settings
Morphological filtering:
Enable / Disable
=> Disabled **doesn't do anything in either state**
Level:
2x / 2xEQ / 4x / 4xEQ / 8x / 8xEQ
=> 2x **Can't change this unless using Override application settings**
Filter:
Standard / Edge-detect
=> Standard
Anisotropic Filtering
Use application settings:
Enabled / Disabled
=> enabled
Per-pixel samples:
2x / 4x / 8x / 16x
=> 2x **Can't change this while using application settings**
Tessellation
AMD Optimized:
Enabled / Disabled
=> enabled
Use application settings:
Enabled / Disabled
=> disabled **Can't change this with AMD optimized enabled**
Level:
Off / 2x / 4x / 6x / 8x / 16x / 32x / 64x
Level = 64x **Can't change this with AMD optimized enabled**
**I thought this one would be the fix but no matter what settings I used the portal remained broken**
Catalyst A.I
Texture Filtering Quality:
Performance / Quality / High Quality
=> Quality **Can't change this with Surface Format Optimization enabled**
Enable Surface Format Optimization:
Enabled / Disabled
=> enabled **Disabled didn't fix anything**
Wait for vertical refresh
Always Off / Off, unless application specifies / On, unless application specifies / Always On
=> Off, unless application specifies
Anti-Aliasing Mode
Multi-sample AA / Adaptive Multi-sample AA / Super-sample AA
=> Multi-sample AA
OpenGL Settings
Triple buffering:
Enabled / Disabled
=> disabled
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