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Minecraft: Java Edition
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Supported environments
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Details
《▓ TaCZ: Accelerated ▓》
《▒ What It Does ▒》
TaCZ: Accelerated, or TaCZ:Accel, is a performance addon made to stop TaCZ from randomly frying your CPU and RAM during heavier gun fights, large addon packs and busy modpacks :]
It fixes expensive bullet, rendering and resource hot paths, reduces pointless temporary allocations, speeds up repeated lookups, and adds a bounded compressed RAM cache for inactive gunpack assets.
V1.2.0 heavily expands the rendering side with safer cache ownership, proper reload invalidation, Arcana support and direct compatibility with Accelerated Rendering without replacing its native GPU renderer.
Less repeated work, less random stuttering, less RAM bullying, same TaCZ behaviour :DDD
《▒ V1.2.0 ▒》
V1.2.0 is mostly about making the faster paths substantially harder to break while expanding compatibility with other TaCZ rendering mods.
- Rebranded TaCZ:A to TaCZ:Accel while keeping the existing internal mod ID so upgrades continue working normally
- Added TaCZ: Arcana compatibility
- Added Accelerated Rendering compatibility while preserving its native GPU mesh path and render callbacks
- Added an allocation-free scalar Bedrock cube compiler for TaCZ geometry
- Reduced repeated model, attachment, transform, render type and resource lookups
- Reduced temporary matrix, pose stack, rotation and functional renderer allocations
- Added bounded Accelerated Rendering mesh lookup and acceleration decision caches
- Reworked cache ownership so stale model and renderer data cannot survive resource generations
- Added deterministic cache clearing across world changes, resource reloads and renderer state changes
- Reduced normal release instrumentation overhead while keeping detailed timing available on demand
- Improved bullet collision candidate handling while preserving TaCZ hit behaviour
- Updated QAPI task submission for Quantified API 2.1
《▒ Stability Fixes ▒》
- Fixed guns becoming invisible, partially rendered or losing model parts after resource and gunpack reloads
- Fixed reload, bolt, draw, inspect and weapon animation states becoming temporarily stuck after model or resource changes
- Fixed stale attachment, model, transform, render type and animation data surviving resource reloads
- Fixed accelerated render state leaking between world, first person hand, GUI and item rendering contexts
- Fixed cached model data being reused after its owning resource generation changed
- Fixed bullets occasionally passing through mobs by restoring correctness-first collision handling
- Fixed QAPI 2.1 linkage crashes caused by outdated compute builder calls
- Fixed mixin startup failures across TaCZ, Arcana and Accelerated Rendering combinations
- Added safe cache invalidation during resource reloads and renderer state changes
《▒ Core Performance ▒》
The main TaCZ rendering and bullet optimisations introduced across V1.0.0 and V1.1.0 remain active in V1.2.0.
| Metric | Normal TaCZ | With TaCZ:Accel | Gain |
|---|---|---|---|
| Average frame time | 2.145 ms | 1.102 ms | 48.6% lower |
| Equivalent FPS | 466 | 907 | 94.6% higher |
| First-person gun render | 760.73 µs | 412.59 µs | 45.8% faster |
| Gun model draw | 656.51 µs | 362.11 µs | 44.8% faster |
| Gun geometry | 83.95 µs | 47.00 µs | 44.0% faster |
| Buffer flush | 140.38 µs | 70.05 µs | 50.1% faster |
| Deferred left hand | 123.23 µs | 62.06 µs | 49.6% faster |
| Deferred right hand | 31.23 µs | 18.84 µs | 39.7% faster |
| Shell render | 6.10 µs | 2.19 µs | 64.1% faster |
| Scalar cube compiler | 0.55 µs | 0.26 µs | 52.7% faster |
| Bullet non-player hitbox check | 8.56 ns | 2.10 ns | 4.08x faster |
| Memory per hitbox candidate | 232 B | 64 B | 72.41% lower |
| Inactive gunpack assets in RAM | 30.76 MB | 3.35 MB | 89.10% smaller |
These core results come from the established Forge 1.20.1 benchmark with only Embeddium installed. V1.2.0 keeps these optimisation paths while adding safer invalidation, more compatibility and further allocation reductions. Exact gains will depend on your hardware, gunpacks and modpack.
《▒ Accelerated Rendering Integration ▒》
TaCZ:Accel does not replace Accelerated Rendering's renderer. Its native GPU mesh cache, upload path and render callbacks stay active.
Instead, TaCZ:Accel removes compatible CPU work around it. The scalar cube compiler makes the initial Bedrock mesh construction cheaper before Accelerated Rendering uploads and retains the resulting GPU mesh.
- Preserves Accelerated Rendering's native GPU mesh path
- Adds bounded direct mesh lookup caching for repeated Bedrock part access
- Caches the active acceleration decision inside each render context
- Invalidates cached decisions when world, hand or GUI render state changes
- Reduces repeated compatible lookup and allocation work around the renderer bridge
- Keeps OpenGL and all render-thread work on the render thread
Paired Accelerated Rendering test:
| Metric | Result |
|---|---|
| P95 frame time | 8.1% lower |
| P99 frame time | 9.4% lower |
| Worst frame | 63.2% lower |
| Frames above 16.67 ms | Eliminated in the paired run |
| Average FPS | Within roughly 3% of control |
With Accelerated Rendering already handling the expensive GPU mesh path, V1.2.0 mainly improves frame delivery and worst-case stutters rather than claiming another giant average FPS increase.
《▒ Arcana Compatibility ▒》
TaCZ:Accel V1.2.0 also supports TaCZ: Arcana without trying to take ownership of the renderer work Arcana already replaces.
Shared geometry, transform, lookup, allocation, bullet and resource optimisations stay active while Arcana-owned model and attachment rewrites are intentionally left untouched.
This lets both mods optimise the parts they actually own instead of both trying to rewrite the same render path and exploding spectacularly xd.
《▒ Built-In Benchmark ▒》
/tacztbench start runs a fixed 30 second in-game benchmark with average, median, P95, P99, worst-frame and hitch counts.
Optional detailed timing lanes can also measure bullet work, gun animation, transforms, model geometry, buffer flushing, attachments, hands, shells, text and effects.
/tacztbench cube vanilla and /tacztbench cube scalar directly compare the normal and scalar cube compilers.
For proper paired control testing, all TaCZ:Accel optimisations can be disabled with -Dtaczt.optimizations.enabled=false without removing the mod from the instance.
《▒ Compressed RAM Cache ▒》
TaCZ:Accel adds a RAM-only compressed cache for detached JSON and Lua resource bytes from TaCZ and addon gunpacks. Nothing gets rewritten on disk and no live models, registries, parsed objects or render data gets compressed underneath the game.
Active resources remain immediately usable while inactive detached source data can be retained in a substantially smaller form instead of keeping the full raw resource footprint around.
The tested default TaCZ pack contained 1,184 JSON and Lua assets:
| Metric | Raw | Compressed | Difference |
|---|---|---|---|
| Asset bytes | 30,758,670 B | 3,352,979 B | 89.1% smaller |
- 32 KiB compressed pages
- 32 MiB retained compressed data limit
- 8 MiB maximum in-flight compression backlog
- 2,048 entry bounded LRU
- Resource generation invalidation
- Automatic eviction and normal TaCZ fallback
V1.2.0 also hardens cache ownership and reload handling so compressed and decoded resources cannot accidentally survive into the wrong resource generation.
《▒ Quantified API Integration ▒》
Quantified API V2 handles detached asset compression and other compatible bounded CPU workloads in the background.
Live TaCZ maps, models, Minecraft objects, OpenGL state and renderer work are never handed to background workers.
V1.2.0 also updates the integration for QAPI 2.1 and removes outdated compute builder usage that could previously crash during resource loading.
《▒ Compatibility ▒》
Requires:
- TaCZ
- Quantified API V2
Built for Minecraft 1.20.1 Forge.
V1.2.0 adds explicit compatibility handling for TaCZ: Arcana and Accelerated Rendering. Both can keep ownership of their own specialised renderer paths while TaCZ:Accel applies compatible shared optimisations around them.
The public mod name changed from TaCZ:T to TaCZ:Accel in V1.2.0. The existing internal mod ID was intentionally retained so existing installs can update normally without being treated as a completely different mod.
《▒ Licensing and Support ▒》
Licensed under BRSSLA V1.5, free for personal and non-commercial use.
Found a bug, got an idea, or found another TaCZ path calculating half the game every time a bullet moves? Feel free to report it :]
Developed and Maintained by Admany | BlackRift Studios 2026
![[TaCZ:Accel] Timeless and Classics Zero Guns: Tweaks](https://cdn.modrinth.com/data/ItBozuE9/cfc1e39a7ecf323c2ab3b6a343df0354221bfb7a_96.webp)


