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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    I have been comparing the way mipmaps work in Optifine 1.8.1 and Optifine 1.8.3 and it seems that something is not right in version 1.8.3. I have included two screenshots below of the exact same scene with the exact same Optifine settings, one image from version 1.8.1 and one from version 1.8.3. In particular, notice the rails. When traveling along rails in version 1.8.3 the rails in the distance are so heavily obscured that they are not recognizable as rails, and when moving diagonally the mipmap blurring shifts back and forth, which results in a very distracting image. These effects are not evident in version 1.8.1.


    I did try changing the mipmap levels, however; the smallest level (1) on 1.8.3 is more heavily blurred than the largest level on version 1.8.1 (4). It seems that something significant changed in the rendering with regards to mipmaps. Personally I preferred the 1.8.1 mipmaps. Can you confirm whether this is a bug or if it was changed to work this way intentionally? If it is intentional then I guess I will learn to live with it. I cannot use AF without a severe FPS hit on my current system, so for now that option is not available for me. If you save both images and cycle between them then it really highlights just how significant the differences are between versions with regards to the mipmap settings, especially with rails.


    Thanks for all your hard work on Optifine!

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    I noticed something odd about 1.8.3 Optifine (B1 and A5 tested) when using any MipMap level setting other than OFF. The amount of "blurring" seems to have substantially increased as compared to 1.8.1 Optifine C7. In fact, the blurring is now so heavy that rails in the distance are completely obscured and blend in with the underlying gravel when using the default textures. When using the 128x128 ChromaHills texture pack the rails are still heavily blurred but at least are still visible, however; oak fences in the distance gain an odd purple highlight. Interestingly enough, this only seems to affect oak fences, the other fence types look normal in the distance.


    I have attached images showing the heavy blurring effect and the purple highlighting effect.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from OpenMind23»
    Hi, I am using Optifine 1.8.1 and have noticed an issue (bug) with the clouds. They flicker or have flickering lines on them, but only when moving my character. When stood still or looking around, it doesn't happen - only when moving. Anyone else had this issue? Thanks :)

    I did a little testing and confirmed that I am experiencing this issue as well, however; only with Fancy Clouds. I experimented with the different cloud settings (Fast, Fancy, Default) both in Vanilla and in Optifine 1.8.1 with vanilla textures, Sphax PureBDcraft 128x and ChromaHills 128x. I only noticed the clouds flickering when using Optifine 1.8.1 with Fancy clouds and then only while moving. The flickering appeared in vanilla and in both texture packs, so it does not appear to be texture pack related. I did not notice any flickering in Vanilla on any cloud setting or when using 2D clouds in Optifine 1.8.1. The nature of the flickering was both visible lines between blocks in the clouds and occasional large sections of clouds that briefly appeared overlayed with a lot of parallel lines. I also tested with Custom Sky off and the clouds still flickered.

    While testing, I also discovered a couple of other minor issues with Optifine 1.8.1 and clouds. First, if clouds are turned Off in Vanilla, then Optifine will not display clouds for any cloud setting. If clouds are set to either Fast or Fancy in Vanilla then the Optifine cloud settings work. Second, when selecting Default clouds in Optifine it always displays 2D clouds (Fast), regardless of the Graphics setting.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Regarding the new Preview OptiFine B2 for Minecraft 1.8.1 - I was able to test this version of Optifine for around 16 hours (two 8-hour sessions) over the last 2 days with between 2 and 3 players on my own private vanilla 1.8.1 server (I do not use Realms). So far so good, I did not notice any issues. I am more focused on smooth, consistent gameplay versus maximum FPS so I typically set max to 70 or 80FPS and turn off Vsync. With this setup using Optifine 1.8.1 my framerate held rock steady at 80FPS the entire time and I did not experience any noticeable lag. My local player (LAN connection) was also very smooth. The player connected via the Internet experienced some mild lag spikes, but only when traveling on rails and it was mild enough that the game was still very playable. Regarding the lag when traveling on rails/flying for Internet clients, this happens in vanilla MC as well, so it does not appear to be related in any way to Optifine. Interestingly enough, when playing with the 1.7.10 server my Internet client did not experience any noticeable lag even when traveling on rails or flying and even with the maximum server view distance of 15.

    For reference, all the computers used for testing were Win7 64-bit, 6GB or more of memory, Java 8 64-bit, Intel Core I5 or I7 CPU and nVidia GPUs of varying types (GTX 650 or above).

    The bottom line, for me the new Optifine 1.8.1 appears to be working very well. In my opinion quite a remarkable achievement given the fast release. :)
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote form Sp614x:The option Clear Water needs to recalculate the lighting of all loaded chunks in order to make the water transparent. In 1.8 the lighting recalculation is a 2-pass process. The first pass is fast, but it may create dark shadows under overhangs. The second pass is very CPU intensive and is done incrementally after loading the level (each second a fixed number of chunks are updated). It may take some time until all the chunks have been fixed with the second pass.

    Thank you for this information. However, it seems that the second rendering pass is not occurring, or possibly only occurs very near to the player. I tested this by loading a world where I was in a jungle biome (really highlights the lighting issues due to all the trees) and then changing the "Clear Water" setting. The world re-rendered quickly (first pass) with numerous lighting issues / dark shadows evident. I waited in one spot for about 30 minutes and did not see any of the lighting issues resolve themselves. Then I spent another hour wandering around. Whenever I moved to within about 8 or so blocks of a dark spot then it would "fix" itself, usually within a few seconds. Interestingly enough, I had to climb the tall jungle trees to fix lighting issues higher up - standing under the tree was not sufficient. I also found that placing a "gravel" block in a dark area caused the lighting in that area to be immediately fixed (versus waiting a few seconds). After an hour of wandering around fixing random dark areas I returned to my original location (with a nice view). No lighting issues had resolved themselves in that hour and a half outside of the ones that I specifically fixed by moving near them.

    Is it possible to somehow "force" the second rendering pass to run over all loaded chunks? It seems that once a specific area is fixed then it stays fixed (even when saving/loading), so if there was a way to force all areas to be automatically re-lit then it would be worth waiting for. On a related note, I also found that changing the "Clear Water" setting before loading a world does not appear to cause any lighting issues, so perhaps there is a different mechanism being used for the initial render versus a re-render.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    I have found that the "Clear Water" setting may have something to do with the lighting bug described in several other posts where where any block directly under another shows up very dark. I was playing a single-player world with no known lighting issues when I decided to try out the "Clear Water" feature. Immediately upon changing this setting, the world re-rendered with massive amounts of lighting errors in a radius covering the current view distance. The lighting errors remained even after saving and re-loading the world, and even when re-loading in vanilla 1.8 without Optifine.

    I restored my world from a backup (lighting was OK in the backup) and did some more testing and the only setting that I found that caused this issue was the "Clear Water" setting. I found that the initial setting at the time of load did not really matter - lighting errors were only introduced when the setting was changed in-game after a world was loaded. As others have noted, it is possible to walk into each unlit area and wait a second or two for it to light up, but this can be very time consuming. Unfortunately, I have not found any other way to get rid of these lighting errors after they are generated other than restoring from a backup.

    Hopefully this information might be of some help to track down and fix this issue.
    Posted in: Minecraft Mods
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