Render Distance: Extreme is analyzed and I know why it does not work. The local server, being a server, runs with a fixed "view-distance" and does not accept any changes from the local client. The default value is between Normal and Far, so vanilla 1.3 running in single-player can not show objects at Far distance at all. A standalone server can still be configured to use a higher value, but the local one is fixed.
The simple solution is to fix max. view distance at Extreme, but then MC will need more memory and run slower. The intelligent solution is to disconnect from the local server and reconnect with a new view distance, however this may be a bit complex. The best solution would be the client to tell the server that is has different view distance so it can transparently rebuild the chunk table and this is also not simple.
Anyway, if the view distance problem is hard to fix, why not take it out for the time being and release 'the rest' of the mod as a finished version, then work on the view distance in the next version?
I will probably do so, the render distance problem is too complex to be fixed now.
tl;dr: The max render distance is limited by the local server. It can't be fixed right now.
I would like a little help.
My computer is multi-core, but my graphic card does not have the options that sp614x says one must When using "Chunk Loading: Multi-Core" make sure to Disable "Threaded Optimization" / "OpenGL Threading" in the graphics card control panel
However, this are my graphic card paremeters (or whatever you call it). Can someone tell me what should i set to stop the flashing?
Asynchronous flip : Off/On
Triple buffering: Default/off/on
Flipping policy: Flip/Blit
Depth Buffer Bit Depth: Default16 bit depth buffer/24 bit depth buffer
Force S3TC Texture compression: off/on
force FXT1 texture compression :off/on
driver meomor footprint: high/normal low
Texture colour depth: desktop color depth/16 bits per texel/32 bits per texel
anisotropic filtering: application control/off/on
I don't know how people claim such insane fps increases from this mod (100+!?), but the 20ish FPS increase I get is nice. 10 fps = unplayable. 30 fps = completely playable. Plus the zoom feature is neat. This is getting downloaded ASAP.
Yeah because everyone is rich and can afford new computers all the time, oh dear my keyboard on my laptop is dirty, oh well I'll just buy a new one for £1,000
My PC's worth 800zł/200€ (don't know how many £ but I guess it's like Euros) and Minecraft works reasonably well even without Optifine (40-60fps).
[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small][background=rgb(232, 239, 244)]Is there this option for Ati Radeon Cards? (I Have Mobility Radeon HD 5470)[/background][/size][/font][/color]
Flushing blocks/chunks bug appears only on nVidia cards. If you have AMD card, it doesn't concern you.
Rollback Post to RevisionRollBack
Inactive on these forums. Use Steam or Discord if you want to say hi
I love this mod, it adds about 80 fps for me and it makes it 350 fps. Thanks for making this mod. But the 1.3.1 version seems to have 11 errors when using Magic Launcher. And when manuall downloading it doesnt load minecraft to the Main Menu screen, (with all the Singleplayer Multiplayer and Texture packs) Could you fix it please? I love zooming in. Thanks
Your minecraft.jar has been patched with MCPatcher, start with a clean minecraft.jar
first my specs:
WXGA Display
nVidia GT 420M 301.42 -Threaded Optimization deactivated
i5-560M
MC 1.3.1 + Optifine HD B1 + Modloader + Rei's Minimap
When I use the AA-Feature there are small lines between the blocks. Especially in dungeons its very irritating.
Here a Screenshot http://img13.imageshack.us/img13/8227/20120809122812.png
Is there a possibility to solve this Problem?
first my specs:
WXGA Display
nVidia GT 420M 301.42 -Threaded Optimization deactivated
i5-560M
MC 1.3.1 + Optifine HD B1 + Modloader + Rei's Minimap
When I use the AA-Feature there are small lines between the blocks. Especially in dungeons its very irritating.
Here a Screenshot http://img13.imagesh...20809122812.png
Is there a possibility to solve this Problem?
Ahh excellent work once again my friend.
i honestly thought the new update would even slow this mod down but i stand corrected.
it even seems to run faster than before!
My lasers worked perfectly, first I installed portal gun then opened minecraft created a world and closed minecraft. I installed optifine then opened minecraft minecraft and the lasers worked (I am using toomanyitems mod) then when I turned the fog off It became invisible again!!!!! Will that help you in solving the problem?
I would like a little help.
My computer is multi-core, but my graphic card does not have the options that sp614x says one must When using "Chunk Loading: Multi-Core" make sure to Disable "Threaded Optimization" / "OpenGL Threading" in the graphics card control panel
However, this are my graphic card paremeters (or whatever you call it). Can someone tell me what should i set to stop the flashing?
Asynchronous flip : Off/On
Triple buffering: Default/off/on
Flipping policy: Flip/Blit
Depth Buffer Bit Depth: Default16 bit depth buffer/24 bit depth buffer
Force S3TC Texture compression: off/on
force FXT1 texture compression :off/on
driver meomor footprint: high/normal low
Texture colour depth: desktop color depth/16 bits per texel/32 bits per texel
anisotropic filtering: application control/off/on
Graphics Designer
The answer is in these posts:
tl;dr: The max render distance is limited by the local server. It can't be fixed right now.
My computer is multi-core, but my graphic card does not have the options that sp614x says one must When using "Chunk Loading: Multi-Core" make sure to Disable "Threaded Optimization" / "OpenGL Threading" in the graphics card control panel
However, this are my graphic card paremeters (or whatever you call it). Can someone tell me what should i set to stop the flashing?
Asynchronous flip : Off/On
Triple buffering: Default/off/on
Flipping policy: Flip/Blit
Depth Buffer Bit Depth: Default16 bit depth buffer/24 bit depth buffer
Force S3TC Texture compression: off/on
force FXT1 texture compression :off/on
driver meomor footprint: high/normal low
Texture colour depth: desktop color depth/16 bits per texel/32 bits per texel
anisotropic filtering: application control/off/on
Awesome
distance of clouds drawing, not depend of render distance
My PC's worth 800zł/200€ (don't know how many £ but I guess it's like Euros) and Minecraft works reasonably well even without Optifine (40-60fps).
Inactive on these forums. Use Steam or Discord if you want to say hi
Flushing blocks/chunks bug appears only on nVidia cards. If you have AMD card, it doesn't concern you.
Inactive on these forums. Use Steam or Discord if you want to say hi
Your minecraft.jar has been patched with MCPatcher, start with a clean minecraft.jar
Screenshot:
http://imgur.com/oT1vx
Cape:
http://imgur.com/gvEK4
first my specs:
WXGA Display
nVidia GT 420M 301.42 -Threaded Optimization deactivated
i5-560M
MC 1.3.1 + Optifine HD B1 + Modloader + Rei's Minimap
When I use the AA-Feature there are small lines between the blocks. Especially in dungeons its very irritating.
Here a Screenshot http://img13.imageshack.us/img13/8227/20120809122812.png
Is there a possibility to solve this Problem?
Besides that, this mod is really awesome!!!
Bluffer94
I get like that too if I use connected textures.
i honestly thought the new update would even slow this mod down but i stand corrected.
it even seems to run faster than before!
My computer is multi-core, but my graphic card does not have the options that sp614x says one must When using "Chunk Loading: Multi-Core" make sure to Disable "Threaded Optimization" / "OpenGL Threading" in the graphics card control panel
However, this are my graphic card paremeters (or whatever you call it). Can someone tell me what should i set to stop the flashing?
Asynchronous flip : Off/On
Triple buffering: Default/off/on
Flipping policy: Flip/Blit
Depth Buffer Bit Depth: Default16 bit depth buffer/24 bit depth buffer
Force S3TC Texture compression: off/on
force FXT1 texture compression :off/on
driver meomor footprint: high/normal low
Texture colour depth: desktop color depth/16 bits per texel/32 bits per texel
anisotropic filtering: application control/off/on
Awesome