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IC2 Experimental builds (jenkins):
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IndustrialCraft² recent version: v1.117! (For Minecraft 1.5.2 → topic)

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61

Tuesday, September 2nd 2014, 10:28pm

It fixes the worldgen lag for me very nicely, however my framerate drops from constant 60fps to fluctating 50-55fps and it is clearly visible, that it got worse. With and without Optifine. Any solutions? Otherwise I will be very sad to remove this great mod :(

ruyan

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62

Wednesday, September 3rd 2014, 12:15am

Some visual glitches have been reported already, my JABBA barrels started to flicker with 1.8
No biggy, FC is a godsent for me and our server, cheers Player, you da man!

63

Wednesday, September 3rd 2014, 5:49am

Version 1.8 is crashing, crashlog points to a rendering issue: http://pastebin.com/aicURmRT

This is only effecting the client.

hoho

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64

Wednesday, September 3rd 2014, 9:33am

Same crash here on SSP. Worked fine with 1.7.

65

Wednesday, September 3rd 2014, 12:04pm

And another debug build for everyone with crashes or corruption-like issues. This should already take care of some non-standard texture handling by mods like jabba.

66

Wednesday, September 3rd 2014, 5:06pm

And another debug build for everyone with crashes or corruption-like issues. This should already take care of some non-standard texture handling by mods like jabba.
This one fixes my FPS issues, but it rejects my texturepack completely. It's not loading at all. I try to put it on the right side back, but it comes back to default texturepack everytime. When I remove FastCraft it is okay.

67

Wednesday, September 3rd 2014, 5:20pm

And another debug build for everyone with crashes or corruption-like issues. This should already take care of some non-standard texture handling by mods like jabba.
The debug build does not seem to like my faithful 32 texture pack : http://pastebin.com/cptP9kvt

My java startup params are : -Xmx6G -Xms6G -XX:MaxPermSize=512m

68

Wednesday, September 3rd 2014, 8:53pm

EBrarian i need your fc_debug.txt from that crash.

69

Wednesday, September 3rd 2014, 9:06pm

EBrarian i need your fc_debug.txt from that crash.
Here it is : https://dl.dropboxusercontent.com/u/107252490/fc_debug.txt

70

Wednesday, September 3rd 2014, 10:59pm

How's the attached build?

tr4st

Unregistered

71

Wednesday, September 3rd 2014, 11:07pm

I worked around that with -Dfml.queryResult=confirm

72

Thursday, September 4th 2014, 12:15am

Seems to work well on the server, but horrible FPS on my system. (5 fps range)
This includes debug2.

Reverting to 1.6 brings back the missing fps.

FC_debug.txt

System info if needed.

Spoiler Spoiler

Operating System: Windows 8.1 Pro with Media Center 64-bit (6.3, Build 9600) (9600.winblue_gdr.140723-2018)
Language: English (Regional Setting: English)
System Manufacturer: System manufacturer
System Model: System Product Name
BIOS: BIOS Date: 12/14/10 17:40:03 Ver: 08.00.15
Processor: Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz (4 CPUs), ~3.3GHz
Memory: 20480MB RAM
Available OS Memory: 20478MB RAM
Page File: 4309MB used, 19240MB available
DirectX Version: DirectX 11
Card name: AMD Radeon R9 200 Series

73

Thursday, September 4th 2014, 1:22am

Good evening!

I updated from 1.6 to 1.8-debug2 this evening and immediately experienced sub 5fps 100% of the time. I was able to alleviate the issue by reverting back to 1.6

Attached is the fc_debug.txt

Edit: As a note, I am *not* running Optifine. I am using Forge version 10.13.0.1208 on MC1.7.10
LloydSev has attached the following file:
  • fc_debug.txt (577.07 kB - 197 times downloaded - latest: Yesterday, 1:27am)

74

Thursday, September 4th 2014, 1:25am

Hmm it looks like your texture pack is massive with 394 512x textures. It just barely fits into a 16384*8192 atlas texture, 1 more 512x texture and it'd have to double. That's just for the block textures.
FastCraft duplicates the texture atlas for double buffering which apparently exhausts your GPU memory, making the driver re-upload the texture every frame.

I'll add a config setting to control the duplication and probably some heuristics for the default behavior, it's obviously better to optimize for memory with very little GPU RAM or very high resolution textures.

Edit: LloydSev's case seems similar.

75

Thursday, September 4th 2014, 2:23am


Hmm it looks like your texture pack is massive with 394 512x textures. It just barely fits into a 16384*8192 atlas texture, 1 more 512x texture and it'd have to double. That's just for the block textures.
FastCraft duplicates the texture atlas for double buffering which apparently exhausts your GPU memory, making the driver re-upload the texture every frame.

I'll add a config setting to control the duplication and probably some heuristics for the default behavior, it's obviously better to optimize for memory with very little GPU RAM or very high resolution textures.

Edit: LloydSev's case seems similar.
Howdy,

I just wanted to respond back that I am running a nVidia GTX 650 with 2GB of RAM. My texture pack is 174MB unzipped.

76

Thursday, September 4th 2014, 2:32am

The png files in your texture pack are very efficiently compressed, the textures on the GPU are not. Even if it'd fit all into the GPU memory it's still up to the driver how to allocate everything. You could try to run FastCraft 1.6 with a texture pack which has about twice as many large textures for both blocks and items. If this causes similar issues my theory could be verified.

77

Thursday, September 4th 2014, 3:29am

Hmm it looks like your texture pack is massive with 394 512x textures. It just barely fits into a 16384*8192 atlas texture, 1 more 512x texture and it'd have to double. That's just for the block textures.
FastCraft duplicates the texture atlas for double buffering which apparently exhausts your GPU memory, making the driver re-upload the texture every frame.

I'll add a config setting to control the duplication and probably some heuristics for the default behavior, it's obviously better to optimize for memory with very little GPU RAM or very high resolution textures.

Edit: LloydSev's case seems similar.
The png files in your texture pack are very efficiently compressed, the textures on the GPU are not. Even if it'd fit all into the GPU memory it's still up to the driver how to allocate everything. You could try to run FastCraft 1.6 with a texture pack which has about twice as many large textures for both blocks and items. If this causes similar issues my theory could be verified.
I went ahead and replaced the erroneous 512x textures in my pack (just one mod's textures), with 64x textures and the issue resolved itself.
LloydSev has attached the following file:
  • fc_debug.txt (576.8 kB - 225 times downloaded - latest: Yesterday, 2:42am)

78

Thursday, September 4th 2014, 4:53am

Question: Will this let me run FTB Ultimate on my iPhone?

Regardless, this is just about the most gentlemanly thing I've seen someone do on the Internet all week! Thank you, good sir, for selflessly improving my Minecraft experience; I look forward to installing. Cheers! :)
Amateur dinosaur hunter and extreme weather enthusiast, whose interests include spoken mime, armchair parkour, tactical gaslighting (for fun or for pay), conspicuous ninjutsu and Schröedinger's pentameter—of which this sentence may or may not be an example.​

79

Thursday, September 4th 2014, 7:58am

Hello

Looks like i am getting a instant crash with Fastcraft and Hardcore Ender Expansion. I am not sure if i should post it here, or in his thread.

If i remove FastCraft the pack starts without any issues. If i removed Hardcore Ender Expansion the pack starts too.

Have added the crash log and fc_debug log.

Thank you.

- Kehaan
Kehaan has attached the following files:

80

Thursday, September 4th 2014, 8:22am

Having the same problem with Fastcraft 1.8 (and the debug releases) that other users are reporting. Crashlog here.
I'd somehow missed the 1.7 update, and it's throwing basically the same error at me. Crashlog here .

Loads up fine on Fastcraft 1.6. I'm not using any resourcepacks or higher textures, other than those that come prepackaged within some mods.

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