It would be great if there would be a option to type in custom values for a shaderpack.
For example:
You select a option in the Shader, lets say "shadowMapResolution". After you select it you can type in a value in a bar, for example "1024" and press enter. This value will be in the shader then.
Shaderpack authors have to predefine the values that make sense for the option.
By selecting an invalid value it is very easy to break the shader pack.
A slider may be added for some options which can accept any value in a certain range.
We should be able to select a custom path for the jar when extracting Optifine.
I'm using MultiMC and having to download a new version of Minecraft using the default launcher every time I want to install Optifine, is a pain in the A.
All recent OptiFine versions should support installing in a custom folder.
Double click the JAR, click on the "..." button which is next to the "Folder" field and select a custom minecraft folder.
Click extract and OptiFine will look for the original minecraft JAR in the custom folder.
Again, with OptiFine I can get all custom item textures to work fine except for armor models. Unless the way to do it has changed since MCPatcher was thing, I'd like to request this be possible with OptiFine also.
...
I dont have any problems, am asking how did people managed to get 200% fps increase.
do you turn down all the settings ? or you simply get 200% fps increase by just installing it. and by it i mean optifine
It is a combination of both, depending on what is needed.
By default OptiFine enables only some conservative optimizations which are safe and should work for everyone.
The menu "Performance" contains the more aggressive optimizations which can be enabled to further increase the FPS and stabilize the framerate.
It is also possible to increase the FPS by tweaking the options in "Details", "Quality" and "Animations" by selecting the faster versions of some features which are not so important.
I personally always enable "Smooth FPS", it can have a huge effect on the perceived lag. "Vignette" and "Rain/Snow" can be set to Fast without a visible difference. When playing fullscreen on a high-res monitor "Fast Render" can help a lot. Also a custom fullscreen resolution can be used to increase the FPS. When using a HD resource pack (64x and above) disabling some animations may have a significant effect. Some HD resource packs come with extended features which can be turned off to increase the FPS (Custom Sky, Connected Textures, etc).
Every combination of CPU, GPU, resource pack and screen resolution responds differently to the optimizations.
For example a slow GPU + default resource pack + fullscreen may benefit from "Fast Render" and "Vignette=Fast". A slow CPU with a HD resource pack may benefit from "Terrain Animated = OFF", etc.
After finding and eliminating the bottleneck that limits the FPS it may be possible to enable some of the quality features without affecting the FPS at all. It is all about finding the balance between features, performance, quality and user preferences.
Again, with OptiFine I can get all custom item textures to work fine except for armor models. Unless the way to do it has changed since MCPatcher was thing, I'd like to request this be possible with OptiFine also.
The damage value in % is not recognized, added to TODO list.
Changing the damage value to be absolute should fix it.
There is a problem with the composite shader, the graphics driver gives an error when compiling it.
Is it working with an older version of OptiFine? If so, which one is working and which one is breaking?
Maybe the graphics driver has been updated and now it has problems to compile the shader.
The damage value in % is not recognized, added to TODO list.
Changing the damage value to be absolute should fix it.
Noted the % error (be advised: absolute damage values also don't work) however the issue is still present in the undamaged model textures.
Only the default armor model textures change. OptiFine isn't recognizing (or at least isn't executing) any CIT model changes.
Noted the % error (be advised: absolute damage values also don't work) however the issue is still present in the undamaged model textures.
Only the default armor model textures change. OptiFine isn't recognizing (or at least isn't executing) any CIT model changes.
OptiFine is expecting the texture in format "texture.diamond_layer_1", reference.
Fixed to use the default texture when the layer is not specified, coming in next preview for 1.10.
Custom models aren't loading when there are multiple files/properties for a single item
For example
I have multiple properties and files with 'texture.diamond_layer_1=myarmorfile' that change depending on enchant/nbt tags, but the model simply isn't changing from the one named diamond_layer_1.png in the texture folder. If i remove that file, it replaces it with the default diamond. The models work with mcpatcher-1.8 (using the deprecated texture=filename.png line instead). Neither the deprecated format nor the newer format are producing a changing model.
There's nothing pertaining to the packname/assets/minecraft//textures/models/armor folder during the load - no warnings or successes that are present in the item replacement successes. Items are changing just fine, though it's worth noting both are using an mcpatcher-style format yet the models arent inside the mcpather folder/subfolders (and the items are - within the cit folder)
If you're referring to using the 3D model system on armor, well.... You sadly can't, though I would love if Optifine let us do that.
I would totally love that.
Hey sp614x, im not sure if this is the right place to ask but here goes: could you add a uniform for biomes? maybe on a per fragment basis and/or player position? thanks in advance
Rollback Post to RevisionRollBack
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
A friend told me that you can make a custom block that only people with optifine can see. Does this feature still exist in 1.9+ and can someone give me an example and how to 'call' the custom block in game?
Hello sp614x and thankyou for the easy setup guide.
It works! I cannot believe how epic this looks right now. Absolutely no chunks loading in view, rotation of player doesn't reveal terrain either its brilliant. It was quite something seeing Minecraft how it was back years ago, Epic stuff!
Thankyou for helping us AMD users out we really appreciate it sp614x.
With MC 1.10 and Optifine HD Ultra B6 installed as a MultiMC library, I've been able to use antialiasing options, but with 1.7.10 and Optifine HD Ultra D4 installed as a Forge mod, the antialiasing option remains set to "off" and clicking the button has no effect (I'm running a GTX 780 with driver version 368.39). Any idea why the anti-aliasing option doesn't work for me in 1.7.10?
Shaderpack authors have to predefine the values that make sense for the option.
By selecting an invalid value it is very easy to break the shader pack.
A slider may be added for some options which can accept any value in a certain range.
All recent OptiFine versions should support installing in a custom folder.
Double click the JAR, click on the "..." button which is next to the "Folder" field and select a custom minecraft folder.
Click extract and OptiFine will look for the original minecraft JAR in the custom folder.
I've chunked the pack to exclude irrelevant files and can be found here:
https://www.dropbox.com/s/t21gqz27fwftdck/Pls help.rar?dl=0
Again, with OptiFine I can get all custom item textures to work fine except for armor models. Unless the way to do it has changed since MCPatcher was thing, I'd like to request this be possible with OptiFine also.
It is a combination of both, depending on what is needed.
By default OptiFine enables only some conservative optimizations which are safe and should work for everyone.
The menu "Performance" contains the more aggressive optimizations which can be enabled to further increase the FPS and stabilize the framerate.
It is also possible to increase the FPS by tweaking the options in "Details", "Quality" and "Animations" by selecting the faster versions of some features which are not so important.
I personally always enable "Smooth FPS", it can have a huge effect on the perceived lag. "Vignette" and "Rain/Snow" can be set to Fast without a visible difference. When playing fullscreen on a high-res monitor "Fast Render" can help a lot. Also a custom fullscreen resolution can be used to increase the FPS. When using a HD resource pack (64x and above) disabling some animations may have a significant effect. Some HD resource packs come with extended features which can be turned off to increase the FPS (Custom Sky, Connected Textures, etc).
Every combination of CPU, GPU, resource pack and screen resolution responds differently to the optimizations.
For example a slow GPU + default resource pack + fullscreen may benefit from "Fast Render" and "Vignette=Fast". A slow CPU with a HD resource pack may benefit from "Terrain Animated = OFF", etc.
After finding and eliminating the bottleneck that limits the FPS it may be possible to enable some of the quality features without affecting the FPS at all. It is all about finding the balance between features, performance, quality and user preferences.
Getting this error when using a shader pack (that worked before) on Optifine H6 (1.8.9) (Also on 1.9.4 B6 and 1.10 B6)
[Shaders] Error: Invalid program "composite1"
Tested with 2 different shader packs.
This might help:
http://pastebin.com/LuwEpNc8
or this (when activating seus shader)
http://pastebin.com/T43jqiqH
PC is strong enough for shaders:
http://pastebin.com/EnJZJnu6
(Worked before)
Weird, checked optifine 1.8.9 G7, does not work aswell.
Did Nvidia drop support for some stuff in the latest drivers?
The damage value in % is not recognized, added to TODO list.
Changing the damage value to be absolute should fix it.
There is a problem with the composite shader, the graphics driver gives an error when compiling it.
Is it working with an older version of OptiFine? If so, which one is working and which one is breaking?
Maybe the graphics driver has been updated and now it has problems to compile the shader.
Sliders with minimum and maximim values are on the TODO list.
Shader options: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/shaders.properties
Sry for blaming optifine.
It's the latest Nvidia driver that blew it up.
SEUS Shader 10.1 and 10.2 P1 fix for latest nvidia driver:
To fix the composite 2 error just change 1 line described here:
Source:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1280299-sonic-ethers-unbelievable-shaders-v10-1?comment=28783
Noted the % error (be advised: absolute damage values also don't work) however the issue is still present in the undamaged model textures.
Only the default armor model textures change. OptiFine isn't recognizing (or at least isn't executing) any CIT model changes.
OptiFine is expecting the texture in format "texture.diamond_layer_1", reference.
Fixed to use the default texture when the layer is not specified, coming in next preview for 1.10.
Custom models aren't loading when there are multiple files/properties for a single item
For example
I have multiple properties and files with 'texture.diamond_layer_1=myarmorfile' that change depending on enchant/nbt tags, but the model simply isn't changing from the one named diamond_layer_1.png in the texture folder. If i remove that file, it replaces it with the default diamond. The models work with mcpatcher-1.8 (using the deprecated texture=filename.png line instead). Neither the deprecated format nor the newer format are producing a changing model.
There's nothing pertaining to the packname/assets/minecraft//textures/models/armor folder during the load - no warnings or successes that are present in the item replacement successes. Items are changing just fine, though it's worth noting both are using an mcpatcher-style format yet the models arent inside the mcpather folder/subfolders (and the items are - within the cit folder)
If you're referring to using the 3D model system on armor, well.... You sadly can't, though I would love if Optifine let us do that.
I would totally love that.
....Like.... Totally....
*Stares at Sp614x with puppy eyes* OωO
lol, JK, but yeah.... would be awesome.
Friendship is magic!
Hey sp614x, im not sure if this is the right place to ask but here goes: could you add a uniform for biomes? maybe on a per fragment basis and/or player position? thanks in advance
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
I cannot play on some servers ! I keep crashing and I really need help!
(I have posted the thread there and you can PM or reply to me here) http://www.mineplex.com/forums/m/11929946/viewthread/27524989-188-optifine-crashing-on-mineplex/page/2
Is the new dynamic lighting configurable, like we can customize the list of items that will have dynamic lighting and add items from mods?
Hi,
A friend told me that you can make a custom block that only people with optifine can see. Does this feature still exist in 1.9+ and can someone give me an example and how to 'call' the custom block in game?
I mean of this doc: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cit_single.properties
Or is this actually require mcpatcher, I am confused.
regards,
rose
Hello sp614x and thankyou for the easy setup guide.
It works! I cannot believe how epic this looks right now. Absolutely no chunks loading in view, rotation of player doesn't reveal terrain either its brilliant. It was quite something seeing Minecraft how it was back years ago, Epic stuff!
Thankyou for helping us AMD users out we really appreciate it sp614x.
Bless.
sp614x is possible to "port" the fancy fog for intel and nvidia users? or make the fog more "foggy"? this fog is really better than the fast one
With MC 1.10 and Optifine HD Ultra B6 installed as a MultiMC library, I've been able to use antialiasing options, but with 1.7.10 and Optifine HD Ultra D4 installed as a Forge mod, the antialiasing option remains set to "off" and clicking the button has no effect (I'm running a GTX 780 with driver version 368.39). Any idea why the anti-aliasing option doesn't work for me in 1.7.10?