Definitely, but maybe _H or _I.
Compatibility with MCE is next in the list after the HD bugs and HD fonts.
Thanks... I've got about 26 mods (including a couple of Tier 2 mods like IndustrialCraft and PlasticCraft), and the amount of lag is nearly unbearable sometimes. Yesterday, it was down to an average of 8fps on minimum graphics settings (but seems to be doing okay today). The only real constant is that I lose 5fps during rain, probably because of FiniteLiquid causing massive chunk updates with falling water blocks... *unpauses game and sees outside my house is flooded* ...that seems to happen even when paused??? Okay, got a few bugs to report to the FiniteLiquid creator...
What is the problem with Advanced OpenGL that it halves FPS on ATI cards?
Say wha? (That could explain why I barely top 40fps on vanilla. ATI Mobility Radeon HD 4250 graphics card. But mods or not, Advanced OpenGL on and off has barely a 2fps difference most of the time.)
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"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
It uses the normal autosave of minecraft.
But instead of saving every 2 sec (default) which causes the LagSpikeOfDeath, it can be configured to save every 30 min.
One small point, using Misa 64x64 texture pack but all MODLoader textures seem to be down-sampled to 16x16 (using custom 64x textures for Millenaire MOD items)
All other Misa textures are rendered as expected.
This is caused by ModLoader which creates the dynamic textures as x16 even when a HD texture pack is used.
Afterwards OptiFog has to upscale them to the correct resolution.
I seriously doubt that my HD4850 hasn't support for Occlusion Culling. Anyway OptiFog doesn't report OC as unavailable (like fancy fog)
This is still beta, it has bugs and this is one of them.
In my opinion, OC should even TRIPLE FPS. Why? Debug info says that it hides sometimes almost 95% of all chunks (1000 rendered vs 200 or even 10 rendered), which means a lot of triangles less to process.
Like Notch said, it still has bugs and needs to be tweaked and fixed so it can work on all GPUs correctly.
ATI HD4850 most probably supports OC. The ATI HD4250 supports it, but OC has only small positive effect for it.
On an NVidia 5600 using OC doubles the FPS.
The OC effect on FPS is depending on many factors:
- OC itself has a cost, for every chunk the bounding box has to be rendered and the GPU has to count how many pixels were visible. The results then have to be transferred back to the CPU. This is additional work for the GPU and needs transfer bandwidth.
- Modern GPU-s try to detect invisible geometry as early as possible to avoid doing unnecessary work. This minimizes the OC effect.
- Whether the GPU is vertex or pixel limited. More info about the graphic pipeline performance: http://http.developer.nvidia.com/GPUGems/gpugems_ch28.html.
If the gains from removing the hidden geometry are bigger than the OC overhead then the FPS may increase.
If the GPU is pixel limited then lowering the number of processed vertices with OC should have minimal effect on the rendering speed and the additional OC overhead may even bring the FPS down.
More OC information here: http://http.developer.nvidia.com/GPUGems/gpugems_ch29.html. Quote:
"We need to account for the CPU overhead incurred when we send rendering requests to the GPU. If an object is easy to render, then it may be cheaper to simply render it than to draw the bounding box and perform the occlusion test. For example, rendering 12 triangles (a bounding box) and rendering around 200 triangles (or more!) takes almost the same time on today's GPUs. The CPU is the one that takes most of the time just by preparing the objects for rendering."
Notch's current problem with OC is that it shows visual artifacts like tearing on screen edges and briefly flashing regions. OptiFog uses a conservative OC approach which is slightly slower, but eliminates almost all visual artifacts.
Any chance of getting a version of the lagspike fix for MCE?
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"I am free, no matter what rules surround me. If I find them tolerable, I tolerate them; if I find them too obnoxious, I break them. I am free because I know that I alone am morally responsible for everything I do." - Robert Heinlein
It seems that running Ubuntu massively increases performance.
I'm using LB Photo Realism x128 on far rendering distance, no lag here. Debug mode is not needed when using Ubuntu.
However, there is one annoying bug with playing Minecraft, even vanilla, on any Linux distro: the game loses mouse focus for about a frame every click, causing button-release issues. The wiki says to get a newer version of LWJGL than what Minecraft comes with.
Other than that, it is supposed to run very well in Ubuntu (haven't had time to play around with a Wubi install lately, so I don't know for sure), mainly because the OS overhead is less than in Windows.
Rollback Post to RevisionRollBack
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
I got a error when using this OptiFog and Optimine F_HD and Better Than Wolves ( i installed only these two, trying to find out which was crash my minecraft..)
Here's the error:
java.lang.IllegalAccessError: tried to access field ct.b from class FCRenderMovingAnchor
at FCRenderMovingAnchor.a(Unknown Source)
at tc.a(tc.java:126)
at tc.a(tc.java:120)
at m.a(RenderGlobal.java:350)
at pt.a(EntityRenderer.java:717)
at pt.b(EntityRenderer.java:521)
at EntityRendererProxy.b(EntityRendererProxy.java:15)
at net.minecraft.client.Minecraft.run(SourceFile:743)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT a736877d -
It was working fine yesterday, i don't know what happened...
Can you change "Load Far" to "Preload" with the options of short, normal, and far? My Minecraft normally crashes before the entire far distance can load.
However, there is one annoying bug with playing Minecraft, even vanilla, on any Linux distro: the game loses mouse focus for about a frame every click, causing button-release issues. The wiki says to get a newer version of LWJGL than what Minecraft comes with.
Other than that, it is supposed to run very well in Ubuntu (haven't had time to play around with a Wubi install lately, so I don't know for sure), mainly because the OS overhead is less than in Windows.
Yeah, I noticed that. It doesn't seem like too big a deal at the moment. It runs very well, other then that.
I'm using Modloader withough the kr.class and Optifog F_HD without the ct.class. No crashes, but i'm trying to figure out which feature was sacrificed from Optifog...
You should install modloader first and then optifog on top. They are supposed to be compatible and I haven't had any problems. There must be some if mod loader is installed statement to hook into modloader code inside optifog or something.
Thanks... I've got about 26 mods (including a couple of Tier 2 mods like IndustrialCraft and PlasticCraft), and the amount of lag is nearly unbearable sometimes. Yesterday, it was down to an average of 8fps on minimum graphics settings (but seems to be doing okay today). The only real constant is that I lose 5fps during rain, probably because of FiniteLiquid causing massive chunk updates with falling water blocks... *unpauses game and sees outside my house is flooded* ...that seems to happen even when paused??? Okay, got a few bugs to report to the FiniteLiquid creator...
Say wha? (That could explain why I barely top 40fps on vanilla. ATI Mobility Radeon HD 4250 graphics card. But mods or not, Advanced OpenGL on and off has barely a 2fps difference most of the time.)
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
![](https://cdn.statically.io/img/pelorat.net/img/modernwintermodebanner.jpg)
Thanks for the mod though, i can play on LB Photo realism x128 with no lag. :biggrin.gif:
It needs hardware support. If the hardware implementation is not efficient enough then the FPS suffers.
It uses the normal autosave of minecraft.
But instead of saving every 2 sec (default) which causes the LagSpikeOfDeath, it can be configured to save every 30 min.
This is caused by ModLoader which creates the dynamic textures as x16 even when a HD texture pack is used.
Afterwards OptiFog has to upscale them to the correct resolution.
Mip-Map Off
Mip-Map On.
ATI HD4850 most probably supports OC. The ATI HD4250 supports it, but OC has only small positive effect for it.
On an NVidia 5600 using OC doubles the FPS.
The OC effect on FPS is depending on many factors:
- OC itself has a cost, for every chunk the bounding box has to be rendered and the GPU has to count how many pixels were visible. The results then have to be transferred back to the CPU. This is additional work for the GPU and needs transfer bandwidth.
- Modern GPU-s try to detect invisible geometry as early as possible to avoid doing unnecessary work. This minimizes the OC effect.
- Whether the GPU is vertex or pixel limited. More info about the graphic pipeline performance: http://http.developer.nvidia.com/GPUGems/gpugems_ch28.html.
If the gains from removing the hidden geometry are bigger than the OC overhead then the FPS may increase.
If the GPU is pixel limited then lowering the number of processed vertices with OC should have minimal effect on the rendering speed and the additional OC overhead may even bring the FPS down.
More OC information here: http://http.developer.nvidia.com/GPUGems/gpugems_ch29.html. Quote:
"We need to account for the CPU overhead incurred when we send rendering requests to the GPU. If an object is easy to render, then it may be cheaper to simply render it than to draw the bounding box and perform the occlusion test. For example, rendering 12 triangles (a bounding box) and rendering around 200 triangles (or more!) takes almost the same time on today's GPUs. The CPU is the one that takes most of the time just by preparing the objects for rendering."
Notch's current problem with OC is that it shows visual artifacts like tearing on screen edges and briefly flashing regions. OptiFog uses a conservative OC approach which is slightly slower, but eliminates almost all visual artifacts.
He's already answered that question.
Read some posts above you.
I'm using LB Photo Realism x128 on far rendering distance, no lag here. Debug mode is not needed when using Ubuntu.
However, there is one annoying bug with playing Minecraft, even vanilla, on any Linux distro: the game loses mouse focus for about a frame every click, causing button-release issues. The wiki says to get a newer version of LWJGL than what Minecraft comes with.
Other than that, it is supposed to run very well in Ubuntu (haven't had time to play around with a Wubi install lately, so I don't know for sure), mainly because the OS overhead is less than in Windows.
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
![](https://cdn.statically.io/img/pelorat.net/img/modernwintermodebanner.jpg)
Here's the error:
java.lang.IllegalAccessError: tried to access field ct.b from class FCRenderMovingAnchor
at FCRenderMovingAnchor.a(Unknown Source)
at tc.a(tc.java:126)
at tc.a(tc.java:120)
at m.a(RenderGlobal.java:350)
at pt.a(EntityRenderer.java:717)
at pt.b(EntityRenderer.java:521)
at EntityRendererProxy.b(EntityRendererProxy.java:15)
at net.minecraft.client.Minecraft.run(SourceFile:743)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT a736877d -
It was working fine yesterday, i don't know what happened...
Yeah, I noticed that. It doesn't seem like too big a deal at the moment. It runs very well, other then that.
You should install modloader first and then optifog on top. They are supposed to be compatible and I haven't had any problems. There must be some if mod loader is installed statement to hook into modloader code inside optifog or something.
And you are using F? I had that problem with D or E but it was fixed in F. Everything worked fine it just didn't show up.