1.0.5
Compatibility
Required content
Changes
Smart Configuration & UI Integration:
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Hardware-Aware Auto-Tuning: Features a new AUTO mode that polls your CPU thread count during client initialization. It dynamically calculates and assigns the optimal culling percentage for your specific hardware footprint.
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In-Game Configuration GUI: Fully integrated with the Cloth Config API. Users can now modify performance parameters directly through the in-game Mods menu via a dedicated "Shader Culling Adjustments" category.
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Dynamic UI Locking: When AUTO mode is active, the manual configuration slider is automatically disabled and visually snaps to display the precise culling percentage calculated for your hardware, preventing accidental misconfigurations.
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Manual Override: Advanced users can easily toggle the configuration button to MANUAL mode to unlock the slider, allowing for precise, customized control over the exact culling rate.
Core Engine & Stabilization Upgrades:
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Predictive Frustum Margin: Implemented a 2.0-block mathematical bounding box expansion during frustum intersection checks. This invisible margin pre-renders objects slightly before they enter the screen, entirely eliminating the micro-stutters previously caused by rapid camera panning.
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Aggressive Shadow Pass Culling: Integrated a Mixin pipeline to detect shadow rendering passes (compatible with Iris/Oculus). When active, the engine enforces a strict 32-block render limit for entity and block-entity shadows, massively reducing GPU bottlenecking without impacting perceptible visual quality.
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Reflection Caching: Replaced slow, per-frame reflection calls with a thread-safe, lazy-initialized caching system. This significantly reduces CPU overhead during dynamic lighting and shadow calculations.
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Zero-Overhead Math: All hardware polling and culling calculations are strictly cached upon client boot, ensuring the dynamic configuration logic introduces absolutely zero overhead during gameplay.d
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:5zhn04Hy:6j21FFFL"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:5zhn04Hy:6j21FFFL"
}



