I am curious if this is a result of the MacOS limiting you to OpenGL 2.1 when your card is capable of 4+.
The JAR is the same for MacOS and Windows, but when you run it in MacOS, the way LWJGL is called and the libraries run you are limited to OpenGL 2.1 (in windows it goes up to 3.2+ with backwards compatibility to 2.1).
Mind you, my machine (i7-2600K, 16GB DDR3-1866, 780ti 3GB) will run at ~30 FPS at 1080p / far view distance with the Ultra 1.051 shaders.
When you say lag, you mean FPS drops, or missing chunks, or can you explain further?
I use Optifine (as do you), but I enable fast math / fast render / smooth world. I do not have smooth fps or dynamic/preloaded chunks at all.
I tried your settings and still get ~10 Fps on the default resolution.
Hey, I'm working on a video with SUES and my Acid Shaders and since I figured out how to get them working together I figured I'd go ahead and implement them in your shaders, seeing as you're the only realism shaders to show an interest in Acid Shaders.
I implemented them into 1.051 Ultra, and you can download those here. I'll take the download down once you get them as it contains more than just the modified files. The modified files are gbuffers_terrain.vsh, gbuffers_entities.vsh, gbuffers_water.vsh and shadow.vsh. The only modification is the addition of this code (plus the necessary initializations in some cases):
Anyway it's up to you whether you package and release this or not, I just wanted to make it as easy as possible.
On another note I have a GLSL question regarding the video that I'm currently working on. As a ghetto fix for a problematic render optimization, I include transformations such as these:
float x = position.x;
float y = position.y;
position.x = y;
position.y = -x;
As you can probably imagine, this rotates the world by 90 degrees, turning on its side. I've worked out most of the consequences of doing this except one last one. In order to rotate the sun & moon to make it seem as though no transformation ever took place, I altered the day and night cycle (specifically, it will look like worldTime 6,000 when the worldTime is 0). This I did successfully on all aspects of the cycle (sky gradient, celestial body glow, etc) except the aspect of which celestial body is the current light caster. This is where I need someone to help me out.
So right now if I set worldTime to 0, it looks like 6,000. If I set worldTime to 23,000, it looks like 5,000 except that the shadows are being cast by the moon, which is underneath the terrain. I have found no way to alter this.
I figured it would be related to something like this line (which is in your shaders also, except you use worldTime in place of sunAngle):
No change is seen aside from shadows not correctly being calculated at night (at 23,000, the sun is still not the shadow-caster).
So that's all I've got, assuming you made it through that whole thing. I'm coming posting here for help because I have no idea who else to ask. Both Karyonix and Sonic Ether's threads are massive, and it's unlikely I'd get a reply from them there.
If you have a retina screen, your resolution is 2560x1600 or 2880x1800 (depending on if you are running the 13" or 15" screen), instead of the typical 1920x1080.
That would explain the massive FPS drops a bit more...
I should have said default size, when I said default resolution, I meant the tiny window that pops up when minecraft starts, not full screen(on full screen the fps drops to 0). I'm on a late 2013 27 inch iMac.
I'm looking for a way to reduce the amount of "fog" with these shaders. I like the saturated, vibrant look of the shaders pack, but I dislike how the blue fog detracts from that at further distances. I've been looking through the final.fsh and composite.fsh files, but they're mostly gibberish to me.
Can anybody help me out, or point me in the right direction?