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Details
All versions
1.6.2
Release
FPSFlow 1.6.25 months ago 56
Compatibility
Minecraft: Java Edition
1.21.11
Platform
Fabric
Supported environments
Client-side
Required content
Any compatible version
Changes
[1.6.2]
Changed
- ModMenu config screen redesigned as tabbed UI — the settings screen is now split into four clearly labelled tabs so all options are easy to find without scrolling:
- General — profile cycling, save custom profile, update checker, join optimizer, GUI optimizer, particle optimizer
- Culling — entity culling, block entity culling, occlusion culling, async occlusion, painting backface culling
- LOD & Labels — entity LOD toggle, nameplate culling toggle, medium/far LOD distance sliders, map frame throttle
- Background FPS — background FPS toggle, unfocused FPS cap slider, minimized FPS cap slider
Fixed
- Nameplate flicker caused by Entity LOD throttling — The Entity LOD system skips rendering distant entities every 2nd or 3rd tick to reduce GPU load. Because
EntityRenderer.hasLabel()is only called during an entity's render pass, a throttled frame also skipped the nameplate, causing it to flash on/off at the LOD rate. FPSFlow now exempts any entity that is within the configured nameplate culling distance from LOD throttling, so the label is always rendered when it should be visible. - Redundant camera distance recalculation removed —
EntityLabelMixinpreviously re-computed the camera-to-entity squared distance instead of using the value already calculated and passed in byEntityRenderer.hasLabel. The mixin now uses the provided parameter directly, eliminating a redundant Vec3d allocation per label per frame. - Hysteresis dead-band widened from 15 % to 20 % — Entities hovering just outside the nameplate range now need to move further away before their label hides, giving an additional buffer against brief visibility changes near the boundary.
- Dead server-override bookkeeping removed —
NameplateCullingManagerpreviously maintained aSERVER_FORCED_VISIBILITYmap that was never populated (no mixin calledmarkServerForcedVisibility). The map was always empty, so its checks were no-ops. The code has been removed; the active server-override protection (isCustomNameVisible()bypass) is unchanged.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:ayg7iYUG:K9T50r4Z"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ayg7iYUG:K9T50r4Z"
}
