Known Incompatiblity+Fixes: because there are still people who dont read the curse page fully!
- FoamFix-Anarchy + Tinkers Construct: You will find to have some Tinkers Construct tools have just white, Textures. Sadly i can't fix that since its a multible things combined causes this issue.
To fix that issue for you disable the dynamicItemModels option in FoamFix-Anarchy Config. This is only a issue with the Anarchy version. The law version is totally fine!
- MCPatcher: MC-Patcher isn't registering his textures properly and causes a problem when textures need to be reloaded, that is not TexFix fault its MCPatchers fault for not properly registering the textures that it patches. MC has a system that allows to have a custom Texture Loader and MCPatcher isn't telling that it needs that. If you want to have that bug fixed tell the dev to do his work properly!
If you wonder "Is mod X compatible to TexFix" and it is not listed here, then its either compatible or nobody tried that combo before. So try it out and if you have gain issues after installing report them.
Also if you want a "Supported" mods list report them here too then i can make a list.
Since this mod is on curse you can put it in your curse pack!!!!! yes because i still get asked about this shit that should be common sense.
Minecraft has a cool feature for loading textures, it loads them into ram and then uploads them to the GPU,
what normally would happen after that is if the texture isn't animated mc would get rid of the TextureData from your Ram.
Thanks to forge this isn't a thing any more.
There comes this mod into play, after everything is loaded it goes over your texture manager and deletes all the none animate sprites from your ram to reduce the amount of Ram that is using.
For vanilla forge playing that has no real effect.
But usually modpacks have a lot more textures then usually, I have seen packs with 40k textures. I use that as an end example:
Vanilla mc has 729 (795 for 1.12) texture in 1.10.2 that are not animated.
So here is the list of how much that saves:
- 16x Textures = 1KB per Texture = 729KB in Vanilla = 5MB with 5k Textures = 39MB with 40k Textures,
- 32x Textures = 4KB per Texture = 2,8MB in Vanilla = 20MB with 5k Textures = 156MB with 40k Textures,
- 64x Textures = 16KB per Texture = 11MB in Vanilla = 78MB with 5k Textures = 625MB with 40k Textures,
- 128x Textures = 66KB per Texture = 46MB in Vanilla = 312MB with 5k Textures = 2,5GB with 40k Textures,
- 256x Textures = 262KB per Texture = 182MB in Vanilla = 1.2GB with 5k Textures = 10GB with 40k Textures,
- 512x Textures = 1MB per texture = 729MB in Vanilla = 5GB with 5k Textures = 40GB with 40k Textures
This assumes ofcourse that every texture is that spesific size but even if you have a mix inside of that you get a bit of memory saving,
since that data is there and does nothing! It is already inside your GPU and its used there.
Also these effects can be greater if Midmapping is used, since mc creates duplicated data to generate these, if you use midmapping then expect a lot more memory being saved. (this is not counted log)
After the Textures are loaded there will be a log of this tool that say: X Amount of textures were fixed and you saved Y amount of MB (Z amount of Bytes)
Also this tool is client only!
Also it is compatible with 99,999% of the mods that are out there. (Even FoamFix)