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Minecraft: Java Edition
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Changelog
🚀 SmoothGL v0.3.0-beta30 This major update introduces full support for AMD FidelityFX Super Resolution (FSR) paired with CAS Shaders, alongside a revolutionary overhaul of the L3 Vertex Buffer Cache (v2-v14) for massive rendering pipeline optimizations.
🔧 Graphics & Rendering Engine (FSR & CAS) Added FSR Upscaling: Implemented full integration of AMD FidelityFX Super Resolution with 4 quality presets:
Performance
Balanced
Quality
Ultra Quality
CAS Shaders Integration: Embedded Contrast Adaptive Sharpening shaders to eliminate blurriness and drastically improve post-upscaling image clarity.
Full-Screen Quad Rendering: Implemented a highly optimized VAO/VBO/EBO pipeline tailored for full-screen upscaled blitting.
⚡ Revolutionary L3 Vertex Buffer Cache (12 Improvements, v2-v14) The vertex buffer caching subsystem has been completely re-architected to eliminate micro-stutters and minimize CPU-to-GPU overhead:
Enhanced Hashing: Replaced legacy FNV-1a with the ultra-fast xxHash64 algorithm to ensure more uniform distribution and prevent collision bottlenecks.
Predictive Caching: Integrated ML-driven prediction to forecast upcoming buffer allocations based on historical access patterns.
GPU-Side Buffers: Implemented persistent mapped buffers to enable fast, zero-copy data uploads directly to the GPU.
Delta Encoding: Introduced inter-frame data compression (storing only changes) to drastically reduce RAM/VRAM footprint.
Hierarchical Cache: Deployed a multi-tier (L1/L2/L3) cache structure that dynamically ranks data by access frequency.
Spatial Hashing & Compute Shaders:
Added spatial hashing based on buffer contents and world position.
Offloaded heavy hashing workloads to the GPU via Compute Shaders.
Parallelization & Filtering:
Implemented multi-threaded hashing to effortlessly handle massive data buffers.
Integrated a Bloom Filter for instantaneous tracking of missing entries (negative lookups).
Smart Memory Management:
Adaptive Sizing: Dynamic cache resizing on the fly based on runtime memory pressure.
Compression-Aware Eviction: Evicted L3 records are compressed before discarding to optimize storage overhead.
Prefetching: Proactively pre-loads vertex buffers by analyzing camera movement vectors and velocity.
🧹 Code Cleanup & Refactoring Removed GPU Detection: Stripped out redundant GPU detection routines since FSR is hardware-agnostic and runs out-of-the-box on all modern GPUs (NVIDIA, AMD, Intel).
Dropped Vulkan Backend: Removed experimental Vulkan support to fully double down on a pure, highly optimized OpenGL solution leveraging FSR.
📊 Configuration & Commands Added new console commands for dynamic, on-the-fly upscaling management:
/smoothgl set enableFSR <true/false> — Toggle FSR scaling.
/smoothgl set fsrQualityMode <mode> — Switch between quality modes (Performance, Balanced, Quality, Ultra Quality).
/smoothgl set fsrRenderScale <value> — Manually fine-tune the internal rendering scale.


