Compatibility
Minecraft: Java Edition
26.3
Platforms
Supported environments
Client-side
Server-side
Client and server
Tags
Creators
Details
Licensed MIT
Published 4 months ago
Updated 20 hours ago
What it improves:
Rendering (FPS)
- Batched chunk drawing: each 128x64x128 block region is drawn with one call instead of one call per chunk section.
- Smaller chunk vertices: 16 bytes per vertex instead of 28, so the graphics card reads less for every block face. Chunks also take less graphics memory.
- Occlusion culling: chunks hidden behind nearer terrain (hills, caves, walls) aren't drawn. Works on OpenGL and Vulkan.
- Entity culling: mobs, chests, signs and other entities hidden behind terrain aren't drawn.
- Face culling: block faces that point away from the camera are skipped.
- Translucent face culling: the same for water, glass and ice.
- Faster draw prep: skips the per-frame work for chunk layers that have nothing to draw.
- Off-screen chunk building: chunks around you get built while the builders have time, not only once you look at them, so turning around shows fewer holes.
- Cheaper texture filtering: smooth filtering reads each texture 4 times per pixel instead of 8 or 9. The picture stays the same.
Memory
- Smaller chunk buffers: GPU memory for chunks grows as needed instead of being reserved 128 MB at a time. On laptops with built-in graphics, that memory is your normal RAM.
- Freed build copies: chunks let go of the copy of the blocks they were built from. Vanilla keeps one per chunk.
- Memory trim: while the game is paused or in the background, Java gives unused memory back to the system.
World and server
- Parallel world generation: trees, ores and structures are placed on every CPU core instead of one.
- Faster lighting: light updates remember the sections they're working in instead of looking them up for every block. It uses the same algorithm as vanilla, so the result is the same.
- Faster collisions: less work per block when checking what moving entities bump into.
- Faster mob AI: mob brains and searches for beds, job blocks and similar use plain arrays and loops instead of hash maps and streams.
- Leaner chunk sections: less memory for every block and biome container.
Other
- Lower worker priority: background workers run just below normal priority, so frames come first when every core is busy.


