Fixing Optimum Realism 256x Texture Pack Loading Errors
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Summary
This announcement addresses technical issues regarding the Optimum Realism 256x texture pack failing to load on a MacBook M5 Pro. The community is actively troubleshooting potential conflicts with mod lists and hardware settings, as the 128x version remains functional. This discussion is essential for users experiencing similar performance or loading errors while trying to run high-resolution packs on the Optimum Realism server.
I get this error on MacBook M5 Pro.
Java 26.2
256x Java Pack
The 128x pack works fine however. Let me know if there's more info that's needed.
Failed to load 256x Pack Java 26.2 (3.9.0)
do you have an AMD GPU?
it might be that the atlas size may not be enough
It's probably a wrong set of mods
I tried on vanilla with nothing but fabric/26.2, same, but here's my mods:
3D Armor
[EMF] Entity Model Features
[ETF] Entity Texture Features
AmbientSounds
AppleSkin
Architectury API
BadOptimizations
Borderless Fullscreen
Camera Utils
Chat Animation [Smooth Chat]
Cloth Config API
Collective
Concurrent Chunk Management Engine (Fabric)
Continuity
Controlify (Controller support)
CreativeCore
Cristel Lib
Cut Through
Diagonal Fences
Diagonal Walls
Diagonal Windows
Dynamic FPS
Easy Anvils
Easy Magic
Entity Culling
F.M.R.P
Fabric API
Fabric Language Kotlin
FerriteCore
First-person Model
Fix Keyboard on Linux
Forge Config API Port
fornax-0.1.0+mc26.2.jar
Fresh Animations
Gamma Utils (Fullbright)
Gentler Weather Sounds
ImmediatelyFast
Jade :mag:
LambDynamicLights - Dynamic Lights
Lithium
Lithostitched
Locator Heads
M.R.U
Mod Menu
More Culling
No Gaps in Yo Items
Not Enough Animations
Optimum Realism R3.9.0 128x.zip
Optimum Realism R3.9.0 256x.zip
Optimum Realism R3.9.0 512x.zip
Pick Up Notifier
Puzzles Lib
Raise Sound Limit Simplified
Real Arrow Tip
Realistic Bees
Reconnect
Reese's Sodium Options
Resourcify
Round Trees
Semos Animations Lib
Shulker Box Tooltip
Simple Voice Chat
Smooth Fonts 32x
Sodium
Sodium Extra
Sound Physics Remastered
Sounds
TCDCommons API
Text Placeholder API
TimelessLib
Very Many Players (Fabric)
Visual Workbench
Visuality
Wavey Capes
Xaero's Minimap
Xaero's World Map
YDM's Weapon Master
YetAnotherConfigLib (YACL)
Your Options Shall Be Respected (YOSBR)
Zoomify (Zoom)
I though it was a vulkan issue at first, but still happens in opengl. Tried with 24gb of ram as well.
I'll try disabling some more
yea I'd recommend just do Fabulously Optimized
without Bettter Block Entities
aaah I went with full spectrum realism
Ah
Hi, sorry to intrude but this piqued my interest so I did a little research.. I had a couple questions: (sorry for the verbal diarrhea, you can ignore the technically explanation in the following message unless you're really curious how it works).
- You mentioned Mac? Is it a laptop? Do you know what sort of graphics processor it has?
- You said you tried it on vanilla with nothing but Fabric. I'm assuming also no other resource packs? Did you have continuity mod as well? (if not then there is likely another log when you run without continuity, it would be similar to what you provided, but with a different error, the log provided specifies the continuity mod was involved.
The bottom part of the stacktrace is showing that continuity is trying to add stitched textures to the texture atlas and is running out of room. (this would explain why 128x worked and 256x didn't)
You could test this by temporarily disabling Continuity and seeing if it loads properly.
If it loads properly with continuity disabled, you could try installing ModernFix (specifically ModernFix-mVUS which is just a fork to update the version to work with 26.2) and re-enabling continuity to see if that fixes it.
Even if Continuity disabling doesn't fix it, try getting modernfix anyways, IDK HOW poorly optimized minecraft is so that might still work.
If it still fails it's likely a hardware limitation (hence the hardware questions above).
Technical explanation below
Texture atlases are essentially a giant image that contains all of the textures used in the game stitched together, like a quilt. Each image has an 'address' to make it quickly findable. Anytime the game goes to display a texture, it uses the address to find the texture in the atlas and pulls it from there (faster than reading from disk). While 256x256 is a reasonable size, on a mobile device (or a device with an older video card) the maximum texture atlas size can be limited. Normally it's 16kx16k but can be as small as 4kx4k.
Continuity adds additional textures to the atlas in order to get the 'connected' look. This would explain why the 128x128 pack was working but not the 256. With the 128 pack, there was still a lot of empty room to add the continuity textures. ModernFix -might- fix it because Minecraft is somewhat (very) unoptimizied, and it will just try to pack the images into the atlas willy nilly, leaving gaps since they aren't all the same size. ModernFix instead plays sort of tetris with the textures, trying to fit them in better, so you can fit more textures into the same atlas. If ModernFix or another mod can't fix the atlas issue, then it's likely hardware 🙁
This where the atlas ran out of room:
Caused by: net.minecraft.ReportedException: Stitching
at knot//net.minecraft.client.renderer.texture.SpriteLoader.stitch(SpriteLoader.java:90)
at knot//net.minecraft.client.renderer.texture.SpriteLoader.lambda$loadAndStitch$2(SpriteLoader.java:114)
at knot//net.minecraft.client.renderer.texture.SpriteLoader.md36b003$continuity$lambda$continuity$modifyFunction$0$1(SpriteLoader.java:595)
... 11 more
Caused by: net.minecraft.client.renderer.texture.StitcherException: Unable to fit: minecraft:continuity_reserved/ctm/grass_block_side/2 - size: 256x256 - Maybe try a lower resolution resourcepack?
at knot//net.minecraft.client.renderer.texture.Stitcher.stitch(Stitcher.java:55)
aaaah... hmmm
M5 Macbook Pro, 48gb of ram, and 16gb allocated :), yeah 128 works okay, though I still get the same errors about some blocks not passing a good path, but it does load
Ram isn't the issue, it's can actually be a limitation of the graphics processor itself. However an M5 should have a massive max atlas size, double my 5080.. You could try the continuity changes (disable it just to see if it runs) to know for sure. The other errors are soft errors, they won't break it, as you saw 🙂
The 256x version should be under 16k by 16k atlas size, which is the bare minimum for almost all widely used modern GPUs.
Most Nvidia GPUs and AMD GPUs(few for AMD) have a 32k by 32k atlas size. The 512x version is above the 16k by 16k limit.
However there's no such golden rule because there's a lot of discrepancy between how each GPU has decided to utilize it.
So for the 256x to reach this problem, it's usually something in the mod or othet texturepacks out flowing the atlas
Yeah and his M5 has 32k x 32k, I'm blaming it on being a mac xD
Also, the 512x version is not absolute 512x. It has many entities, which have different resolutions (because of their size). I cap some textures because at their if I double them they waste too much space and visually are similar
Yeah 🙃
The different resolutions (plus the vanilla resolutions) is why I mentioned trying ModernFix, because minecraft won't fit the images tightly together, moderfix works to pack the textures better.
Oh sure, that might help
Looks like it's not for fabric tho
Discord sent us an expired image link.
Oh damn, sorry I was looking at the github repo to see how it worked, didn't look at compatibilities 🙁
Good for forge, good find nonetheless
The fork for 26.2 works with fabric. Given how long ago the original stopped updating for fabric though, YMMV, https://modrinth.com/mod/modernfix-mvus/versions
actually the versions are all matching the forge-only version, so they forked and kept it up? IDK, I might try it myself just to see what happens..
Ahh forge is kinda a nightmare
I like fabric
Entire reason they had to do neoforge
Well then I'm glad I tried fabric first
lol I didn't realize hunter was the person writing the shader, probably didn't need any technical info xD FWIW I tried reproducing with the same mods/packs and couldn't get it to fail :/
Haha yes he probably knows 10 times what we know
probably not, but I've used webgl at least for awhile, so the language constructs are familiar
when I worked at MS one of the projects I worked on was the new photo editor in react, which uses webgl/canvas to edit/use luts, styles and filters
That's great to know
Sounds more exciting than anything I ever worked on xD I mostly ended up with mortgage company internal sites, insurance sites, etc. Most exciting thing I think I worked on was integrating OpenAI with an electrical estimating software company.
And a card game in Unity, but the guy I was doing it for had no clue about mobile gaming and wouldn't take advice, so it's not going anywhere. I quit it a couple years ago and still nobody plays 😂
lol
Was it a freelancing gig?
It was. You know how they say never work for friends or family? Never work for friends or family 🤣 It got me experience though, and was fun. I enjoy learning new things. I'm learning to write a telnet (mud) client currently just to learn new tech.
The problem was the owner didn't understand FOMO. He wanted all the purchaseables to be available at all times, even seasonal stuff after the season ended. And he was going to hire a marketer who was going to add things like analytics, to figure out what users liked, what they didn't like, etc. They were going to then use that to help us improve, and to figure out how to attract people. All the owner heard was "ads on fb/insta/google/etc" so he hired someone on fiverr who could do ads, and nothing else 🤦♂️ that's when I dipped out, he was all "the marketer wanted to charge us a lot, I found someone who'd do it for $20" 😂
getting shadows on grassblades from a lantern... not fun
Discord sent us an expired image link.
at 120fps...
well 95 in that one >.>
Slacker
lol
glowing ores lol
Discord sent us an expired image link.
Ore is supposed to glow. Each shader pack should have a definition as to how much it slows.