Has anyone been able to force anti aliasing while using GLSL shaders? If I don't install this mod, it is enabled fine. When I do, all forced AA from the control panel dissappears. This hadn't happened in 1.1 with me, anyone can help with a fix?
I enabled forced on both (x86) and 64 bit java versions of javaw and java.
BTW Sonic Ether, great job with the motion blur. It makes minecraft playable at 15 FPS!
Also something to note I use this string for a shrotcut because nothing I tried has increased RAM for minecraft, but that is another issue I'm not worried about. This is the shortcut string. "C:\Program Files\Java\jre6\bin\java.exe" -Xmx6144M -Xms1024M -cp Minecraft.exe net.minecraft.LauncherFrame
However, also note that regardless of the shortcut, if I run minecraft.exe it has the same issue anyway.
According to Daxnitro's original thread, you can go through all the shader files and do find and replace, searching for "varying vec4 texcoord" and replacing it with "centroid varying vec4 texcoord" and then forcing MSAA in the graphics card control panel. You do not have to use transparency AA any more because you can enable mipmaps in optifine and it will do a better job than TRAA.
i have a mac and it works fine. just go into the minecraft.jar folder, hit command-a, then hit compress, drag the new archive.zip out of the folder, delete minecraft.jar folder, rename minecraft.zip to minecraft.jar, and then do whatever you need to do
Thanks, so I got it working kind of. The in and out of focus thing works, but it doesn't seem like the motion blur works and also there are no shadows. Do I have to change some settings somewhere?
i actually have a similar issue. i'm curious if you'll have it too. first before i have you do this BACK UP EVERYTHING! just copy and paste to desktop or something. then unzip your minecraft.jar into a folder. then find the shader folder in the minecraft.jar. open another finder window, find the mods folder in your minecraft folder, copy the "shadows - optifine required" contents to the shader folder in minecraft.jar. tell me how this works for you, it kinda half worked for me then bugged out.
Alright well that worked, although the shadows are very blocky and low quality (doesnt look like the advertised pics) even so it runs sooo slow. In order to get playable fps i turned the render distance to short/tiny but then thats unplayable too cause the render distance is way too small. It also seems like the shadows only render at a certain distance, but looking out over a landscape there is no shadows.
What value and what file contains the thing that controls the leaf movements (not grass) I'd like to turn that down a little bit. Just tell me the file and what the value is called. I don't need anything else.
i actually have a similar issue. i'm curious if you'll have it too. first before i have you do this BACK UP EVERYTHING! just copy and paste to desktop or something. then unzip your minecraft.jar into a folder. then find the shader folder in the minecraft.jar. open another finder window, find the mods folder in your minecraft folder, copy the "shadows - optifine required" contents to the shader folder in minecraft.jar. tell me how this works for you, it kinda half worked for me then bugged out.
I just installed the Ultra shaders and it runs really well, much better than what you told me to do. Try it out. It looks magnificent
Hey, I decided to try and change up the default options that the ultra version of this came with here is the code you should copy and paste into the final.fsh file in the shaders replacing the original text
These options are set to make caves less dark looking even when lit up, removes the motion blur and replaces it with DoF again, and makes the games colors less neon looking.
//#define HDR
//#define HDR_RANGE 1.0 // Higher value means that HDR will modulate screen brightness more. Default = 1.0
#define BOKEH_DOF
//#define GODRAYS
//#define GODRAYS_EXPOSURE 0.8
//#define GODRAYS_SAMPLES 16
//#define GODRAYS_DECAY 0.9
//#define GODRAYS_DENSITY 0.5
//#define GLARE
//#define GLARE_AMOUNT 0.25
//#define GLARE_RANGE 3.0
//#define BLOOM
//#define BLOOM_AMOUNT 1.0
//#define BLOOM_RANGE 3
//#define CEL_SHADING
//#define CEL_SHADING_THRESHOLD 0.4
//#define CEL_SHADING_THICKNESS 0.001
//#define USE_HIGH_QUALITY_BLUR
#define CROSSPROCESS
#define BRIGHTMULT 1.00 // 1.0 = default brightness. Higher values mean brighter. 0 would be black.
#define DARKMULT 0.00 // 0.0 = normal image. Higher values will darken dark colors.
#define COLOR_BOOST 0.0 // 0.0 = normal saturation. Higher values mean more saturated image.
//#define MOTIONBLUR
//#define MOTIONBLUR_AMOUNT 0.20
#define HIGHDESATURATE
#define GAMMA 1.0 //1.0 is default brightness. lower values will brighten image, higher values will darken image
For all the video card questions I can use this mod with about 40fps (how much I would get without it installed) on a NVIDIA GeForce 9800GT and 2GB ram and the processor is a 3.4Ghz Dual core.
Hey, I decided to try and change up the default options that the ultra version of this came with here is the code you should copy and paste into the final.fsh file in the shaders replacing the original text
These options are set to make caves less dark looking even when lit up, removes the motion blur and replaces it with DoF again, and makes the games colors less neon looking.
//#define HDR
//#define HDR_RANGE 1.0 // Higher value means that HDR will modulate screen brightness more. Default = 1.0
#define BOKEH_DOF
//#define GODRAYS
//#define GODRAYS_EXPOSURE 0.8
//#define GODRAYS_SAMPLES 16
//#define GODRAYS_DECAY 0.9
//#define GODRAYS_DENSITY 0.5
//#define GLARE
//#define GLARE_AMOUNT 0.25
//#define GLARE_RANGE 3.0
//#define BLOOM
//#define BLOOM_AMOUNT 1.0
//#define BLOOM_RANGE 3
//#define CEL_SHADING
//#define CEL_SHADING_THRESHOLD 0.4
//#define CEL_SHADING_THICKNESS 0.001
//#define USE_HIGH_QUALITY_BLUR
#define CROSSPROCESS
#define BRIGHTMULT 1.00 // 1.0 = default brightness. Higher values mean brighter. 0 would be black.
#define DARKMULT 0.00 // 0.0 = normal image. Higher values will darken dark colors.
#define COLOR_BOOST 0.0 // 0.0 = normal saturation. Higher values mean more saturated image.
//#define MOTIONBLUR
//#define MOTIONBLUR_AMOUNT 0.20
#define HIGHDESATURATE
#define GAMMA 1.0 //1.0 is default brightness. lower values will brighten image, higher values will darken image
Thanks for this, I finally figured out the whole DOF vs Motion Blur thing
Why don't you have godrays enabled, though? Do you not like them, or is there an issue with them?
ALSO; does anyone know why torches do not work during the day? It's not just indoors vs outdoors; during the day, none of my torches cast any light.
Is there an expected release date for 1.2.3 version?
Today. I got home last night around 4 AM so I had to go straight to sleep, but I'm working on it now. As soon as I smooth out weather effects I'll update.
Today. I got home last night around 4 AM so I had to go straight to sleep, but I'm working on it now. As soon as I smooth out weather effects I'll update.
Sleep? HA! Our wants far outweigh your needs!
No, but really, thanks for all your work!
Will there be a fix in this version for DOF vs Motionblur?
Today. I got home last night around 4 AM so I had to go straight to sleep, but I'm working on it now. As soon as I smooth out weather effects I'll update.
Lovely! thank you so much for all the hard work you're doing!
Ok so forgive me if this has already been asked/posted before, but there is an issue I am having with the GLSL shaders, and I can't figure out how to fix this.
For some strange reason this pack works perfectly with default minecraft textures, but for some reason whenever I have a downloaded texture pack whether it be x64 or x256, whenever I start mining on any block, that block either has a orange/yellow tint around it or the block turns nearly black. Has anyone else had this issue or knows how to fix it? Tried googling it and searching on the forums but I have had no luck in finding anyone having that problem. I have fully updated graphics card and followed all installation instructions. 16gb RAM and GTX 560 Ti windows 7 64-bit
According to Daxnitro's original thread, you can go through all the shader files and do find and replace, searching for "varying vec4 texcoord" and replacing it with "centroid varying vec4 texcoord" and then forcing MSAA in the graphics card control panel. You do not have to use transparency AA any more because you can enable mipmaps in optifine and it will do a better job than TRAA.
Thanks, so I got it working kind of. The in and out of focus thing works, but it doesn't seem like the motion blur works and also there are no shadows. Do I have to change some settings somewhere?
1.2.3 Quick Fix Till Update;
Alright well that worked, although the shadows are very blocky and low quality (doesnt look like the advertised pics) even so it runs sooo slow. In order to get playable fps i turned the render distance to short/tiny but then thats unplayable too cause the render distance is way too small. It also seems like the shadows only render at a certain distance, but looking out over a landscape there is no shadows.
:U
I just installed the Ultra shaders and it runs really well, much better than what you told me to do. Try it out. It looks magnificent
its on the first post of this thing
These options are set to make caves less dark looking even when lit up, removes the motion blur and replaces it with DoF again, and makes the games colors less neon looking.
//#define HDR_RANGE 1.0 // Higher value means that HDR will modulate screen brightness more. Default = 1.0
#define BOKEH_DOF
//#define GODRAYS
//#define GODRAYS_EXPOSURE 0.8
//#define GODRAYS_SAMPLES 16
//#define GODRAYS_DECAY 0.9
//#define GODRAYS_DENSITY 0.5
//#define GLARE
//#define GLARE_AMOUNT 0.25
//#define GLARE_RANGE 3.0
//#define BLOOM
//#define BLOOM_AMOUNT 1.0
//#define BLOOM_RANGE 3
//#define CEL_SHADING
//#define CEL_SHADING_THRESHOLD 0.4
//#define CEL_SHADING_THICKNESS 0.001
//#define USE_HIGH_QUALITY_BLUR
#define CROSSPROCESS
#define BRIGHTMULT 1.00 // 1.0 = default brightness. Higher values mean brighter. 0 would be black.
#define DARKMULT 0.00 // 0.0 = normal image. Higher values will darken dark colors.
#define COLOR_BOOST 0.0 // 0.0 = normal saturation. Higher values mean more saturated image.
//#define MOTIONBLUR
//#define MOTIONBLUR_AMOUNT 0.20
#define HIGHDESATURATE
#define GAMMA 1.0 //1.0 is default brightness. lower values will brighten image, higher values will darken image
Runs this mod perfectly.
Thanks for this, I finally figured out the whole DOF vs Motion Blur thing
Why don't you have godrays enabled, though? Do you not like them, or is there an issue with them?
ALSO; does anyone know why torches do not work during the day? It's not just indoors vs outdoors; during the day, none of my torches cast any light.
Today. I got home last night around 4 AM so I had to go straight to sleep, but I'm working on it now. As soon as I smooth out weather effects I'll update.
Creator of Sonic Ether's Unbelievable Shaders
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Sleep? HA! Our wants far outweigh your needs!
No, but really, thanks for all your work!
Will there be a fix in this version for DOF vs Motionblur?
Lovely! thank you so much for all the hard work you're doing!
For some strange reason this pack works perfectly with default minecraft textures, but for some reason whenever I have a downloaded texture pack whether it be x64 or x256, whenever I start mining on any block, that block either has a orange/yellow tint around it or the block turns nearly black. Has anyone else had this issue or knows how to fix it? Tried googling it and searching on the forums but I have had no luck in finding anyone having that problem. I have fully updated graphics card and followed all installation instructions. 16gb RAM and GTX 560 Ti windows 7 64-bit