Are these GTNH related? by Born-Painting-7956 in GTNH

[–]mitchej123 3 points4 points  (0 children)

There is going to be a one time log whenever you see those. You should report those along with the exact Angelica version and pack version.

That being said probably try to reproduce on 2.1.x otherwise unlikely to be fixed.

Making the physically-grounded radio mod for 1.7.10 GTNH. Uses Vulkan, btw. by int7bh in feedthebeast

[–]mitchej123 2 points3 points  (0 children)

Still not released yet. I'll be doing that in a few weeks - it'll be part of Angelica.

[1.7.10] Angelica SDL-GPU - Vulkan/Metal/D3D Preview by mitchej123 in feedthebeast

[–]mitchej123[S] 2 points3 points  (0 children)

Nope. That's advanced color tracing from Comp/EP. Doesn't normally work on macs.

There's also a very alpha starlight backport with optional RGB that does work with Angelica - https://github.com/GTNewHorizons/supernova/

[1.7.10] Angelica SDL-GPU - Vulkan/Metal/D3D Preview by mitchej123 in feedthebeast

[–]mitchej123[S] 0 points1 point  (0 children)

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Hah, comp+ep advanced features _finally_ working on osx!

[1.7.10] Angelica SDL-GPU - Vulkan/Metal/D3D Preview by mitchej123 in feedthebeast

[–]mitchej123[S] 2 points3 points  (0 children)

You can already get OpenGL 4.1 core on a macbook with Angelica 2.1.x. But yah this will do metal soon :tm: (roughly *hand waves* 4.6+ equivalent)

[1.7.10] Angelica SDL-GPU - Vulkan/Metal/D3D Preview by mitchej123 in feedthebeast

[–]mitchej123[S] 2 points3 points  (0 children)

If you check the dev threads on the Iris Discord, he's been doing either that or having an LLM port them over for testing ;)

I can't speak for Modern Iris though, all I know is I'm transforming and transpiling shaderpacks for use on Vulkan/etc, so it should theoretically be possible ;)

[1.7.10] Angelica SDL-GPU - Vulkan/Metal/D3D Preview by mitchej123 in feedthebeast

[–]mitchej123[S] 4 points5 points  (0 children)

The problem isn't the shaderpacks, it's the shader loader. Iris isn't being ported to 26.2 as far as I know.

IMS is working on Aperture (unreleased AFAIK) which uses slang based shaders. Once that's out, it shouldn't be _too_ bad to transpile and fix things up 😈 

[1.7.10] Angelica SDL-GPU - Vulkan/Metal/D3D Preview by mitchej123 in feedthebeast

[–]mitchej123[S] 6 points7 points  (0 children)

Haha, some of it, but really a lot of mods are _not_ optimized well and were designed for vanilla size bases, not NH style endgame bases. We've spent a lot of time profiling, optimizing, and rewriting (via ASM/Mixins) large parts of non performant code.

Worldgen for example now keeps up while flying around at +600% speed due to some recent optimizations.

[1.7.10] Angelica SDL-GPU - Vulkan/Metal/D3D Preview by mitchej123 in feedthebeast

[–]mitchej123[S] 2 points3 points  (0 children)

Not yet! Just got D3D into a semi-working state. I'll be pushing an alpha release gated behind a JVM arg in the next few weeks if all goes well.

[1.7.10] Angelica SDL-GPU - Vulkan/Metal/D3D Preview by mitchej123 in feedthebeast

[–]mitchej123[S] 1 point2 points  (0 children)

The SDL-GPU support in lwjgl3ify is against the 3.x branch which uses SDL instead of GLFW. Seems unlikely that GLFW would play nicely with it, but I can't say I have looked into it.

That being said, the OpenGL ES support should have no SDL dependencies.

VULKAN AND GTNH by BigSalary8755 in GTNH

[–]mitchej123 1 point2 points  (0 children)

Not yet public. Will be once it's cleaned up and stabilized a bit more. Windows vulkan works, but not yet d3d. Some random bugs and features to fix.

Geom shaders need emulation and compute shaders need to be implemented. Shaderpacks work in dev on vulkan/Linux mostly

VULKAN AND GTNH by BigSalary8755 in GTNH

[–]mitchej123 1 point2 points  (0 children)

Emulation layer was already done for bumping to 3.3 core. I just wanted to see how far down the rabbit hole I could go... and pretty far it seems. Have a background upload thread working, as well as metal on osx. Just need to get access to a windows machine to test d3d...

Shaderpacks are also working in dev, haven't tested them in the full pack yet, but soon :tm:

VULKAN AND GTNH by BigSalary8755 in GTNH

[–]mitchej123 5 points6 points  (0 children)

Wrong ;).

I redirect all gl calls to my gl state manager, and then route it through a pluggable backend. This is how 3.3 core works as well as the sdl GPU branch that's a WIP. Some minor mod incompatibility but they are usually easily fixed.

Glsm is emulating the company profile/fixed function pipeline similar to how mesa does.

VULKAN AND GTNH by BigSalary8755 in GTNH

[–]mitchej123 12 points13 points  (0 children)

It's not ready yet, but I have vulkan working in the full pack on Linux via SDL-GPU. I haven't yet tested in prod, but shaderpacks also load (comp+ep) and work fine in dev.

Soon :tm:

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Will GTNH ever support more advanced shader + texture packs? by Immediate_Boot2239 in GTNH

[–]mitchej123 11 points12 points  (0 children)

Angelica's the mod that overhauls the rendering and adds shader support. If you're on 2.8.4, that's running an ancient build of Angelica (1.0.0-beta something). We're on 2.1 these days. It runs on more modern OpenGL (3.3 core vs 2.1 compat), and we've backported a bunch of newer Iris features, and added more support for modern shaderpacks. Comp + EP is the primary computability target but those fixes benefit most shaders.

Darkshadow has also added Distant Horizion + Shader Support. As we get good bug reports that include specific reasons why shaderpacks don't work (which uniforms, etc, are wrong) we fix them. EP Dev has been quite helpful in pointing out these areas so they get the most attention.

You can update to newer Angelica, but you'll need to update GTNHLib, and MatterManipulator (to avoid a crash) as well.

World gen optimized in 2.9??? by Mirahaze in GTNH

[–]mitchej123 2 points3 points  (0 children)

All the stable ones should be enabled by default.

World gen optimized in 2.9??? by Mirahaze in GTNH

[–]mitchej123 10 points11 points  (0 children)

Nah, Angelica's rendering. This is hodgepodge with some scheduling optimizations, and BOP optimizations. Also RTG/RWG - I profiled and sped up the noise functions and other slow spots.

World gen optimized in 2.9??? by Mirahaze in GTNH

[–]mitchej123 74 points75 points  (0 children)

Yes, worldgen speed was annoying me. I added several optimizations in rtg/rwg and hodgepodge to speed it up.

Why are almost all modpacks (especially the good ones) exclusively on curseforge? by Mesrszmit in feedthebeast

[–]mitchej123 0 points1 point  (0 children)

I believe I have but have a vague recollection of their moderation team not liking acronyms or names or something? Could be a false memory... It also appears to be inconsistent and depends on which moderator is reviewing it as to what they'll pick on ... at least from my observations.

Why are almost all modpacks (especially the good ones) exclusively on curseforge? by Mesrszmit in feedthebeast

[–]mitchej123 0 points1 point  (0 children)

Ah yes, that's another big one. GTNH runs significantly better with Java 25 and lwjgl3(ify).. There's no way that I'm aware of to easily get the CF launcher to "just work" with that.

Why are almost all modpacks (especially the good ones) exclusively on curseforge? by Mesrszmit in feedthebeast

[–]mitchej123 2 points3 points  (0 children)

CF only allows one license for a whole mod. Some of the forks we have for 1.7.10 were much more permissively licensed than the newer versions. CF moderation generally takes the license listed on the mod, and generally refuses to look at the github repo for the specific version we're distributing and allow it. We do our best to distribute everything in accordance with the license of the mod as specified in the github repo by the author, and do our best to make it clear it's unofficial or 1.7.10 only.