Curious As To How One Runs x512

General help with our resourcepacks, our website, or Minecraft - including mods.
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Post 02 Feb 2017, 00:27

i have 16GB of RAM and have never been able to consistently get Minecraft to use the x512 texture pack. It either doesn't startup (depending on my JVM Arguments), just unloads the texture pack after hitting "done", or runs until i change textures again (this maybe happens 1 out of 7 times)

i have read "tutorials" on JVM arguments and they seem to be more geared towards Minecraft in general; not Minecraft using x512 texture packs. For example, they don't suggest you set your max allocation to a high number just because you can... but setting a high number is the only way i HAVE gotten Minecraft to run 256+ i have tried different combinations with no luck.

So my question is: for someone wanting to play Minecraft with x512, what is the setup? Or link me to something that has already clarified this.

i have 16GB RAM and a NVIDIA GTX 980 graphics card. i assume that is good enough?

i realize 512 can be considered overkill, but this has just been bugging me for years and i would love to just know what i am doing wrong.
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Post 02 Feb 2017, 01:36

billybag wrote:
i have 16GB RAM and a NVIDIA GTX 980 graphics card. i assume that is good enough?
For Minecraft 1.7.10 and older, yes. (as long as you're playing vanilla Minecraft, and possibly Optifine, but no other mods)
For Minecraft 1.8 through 1.9.4, it's difficult to say.
For Minecraft 1.10.2 and newer, Optifine allows texture atlases bigger than 16384x16384, which is necessary for PureBDCraft 512x, but afaik gtx 10 series cards (and the Pascal-based Titan) are the only models that actually support that in OpenGL.
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Post 02 Feb 2017, 08:52

Actually MauveCloud no base version of PureBDcraft (Optifine or not) requires a 10 series Nvidia card to work. Considering none of the staff have a 10 series card that'd be an odd requirement to push on to end users. Generally the requirement of 512x is that it can be run by me and I only have an AMD 290X.

MC1.8 is the only version of Minecraft that had issues with 512x due to a bug in Minecraft itself.

billybag, can you actually provide a client log of your issue? You can enable the client log via the Minecraft launcher, in your profile's settings (Launcher Visibility).
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Post 02 Feb 2017, 17:57

I stand corrected about 1.10.2. I thought one of the earlier revisions needed my 10 series card for the 512x textures, though perhaps not by default - I have a vague memory that it had a "ctm_disabled" folder that I renamed to bring back connected textures, which caused the texture atlas to grow to 32768x16384. Looking back at my post in the Optifine thread where I confirmed the change to support larger atlases, I see I was also using 512x IC2 textures. -_-!

However, I just tried 1.7.10, and Forge plus Optifine D6 (even with connected textures off) prevents the 512x Sphax textures from loading.
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Post 02 Feb 2017, 18:07

Ah, you're right about 1.7.10, but I wasn't resourcepack staff then (Sphax expanded the texturing team for MC1.9) so the requisite of it having to work for me doesn't really apply. :P

That was the dark ages of clay CTM which added 816 textures by itself...

Regardless, throwing about numbers and if x, y, z works or not is irrelevant if billybag isn't actual using that MC version.

It'd be nice to actually get some technical information before derailing the topic entirely ;)
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Post 04 Feb 2017, 22:43

Kind of got it working. i can get 512x by itself to run more often than not. But if i add other things on top of it like Damaged Items or More 3D Blocks resource packs, then that becomes too much for it to handle. Usually, i get an out of memory crash or just an unloading of all the resource packs.

i am curious to know what your JVM Arguments are though

also i am using 1.10.2 at the moment, but this has been something i have come back to from time to time for a long while.
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Post 04 Feb 2017, 23:21 

Adding more resource packs/mods could be causing you to run into the max texture size issue, at which point giving Minecraft more memory won't be enough. Using Optifine, you can add the following JVM argument to make it spit out an image file of the texture atlas so you can get an idea how close you are to the limit:

Code: Select all

-DsaveTextureMap=true
(technically, several image files, but debug\textures_0.png is the important one)
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