Simply Optimized

Simply Optimized

Client Modpack

A very light base Fabric modpack to heavily optimize the game without any QoL improvements.

LightweightOptimization

24.6K downloads
92 followers
Created 7 months ago
Updated 12 hours ago

External resources



Project members

HyperSoop

Owner


Technical information

License
Client side
optional
Server side
unsupported
Project ID
To install Simply Optimized, visit our documentation which provides instructions on using ATLauncher, MultiMC, and Prism Launcher.

Discord Modrinth grad

The Simply Optimized modpack intends to be the very base of mods/configurations for performance. You can add any mods on top of it at your own taste. It only contains essential and lesser known rendering optimization mods and some mods to speed up usually slow loading times or reduce slutters. For each new release, I try to bring the performance up, picking the best solutions possible.

for some reason, every second optimization modpack implies this, but when i look at the mods i see a lot of QoL that is not related to optimization at all-

One of its purposes may be to be recommended to people new to Fabric who just want a selection of mods for the best performance without much else - instead of listing the mods manually, you can just link them here!

I can confidently claim this is the best optimization modpack in terms of performance as of now.

Also works on Quilt without issue! just replace Fabric API with QSL and you're good to go!


I've seen a modpack called Fabulously Optimized, is it related in any way?

FO adds many more mods and is more invasive to the game (with it you have smooth transitions, scrolling, zoom, and a few more QoL features). It has everything you may have ever gotten used to, and is good for Optifine players looking for Fabric alternatives: FO has them all in one place. You probaly won't need any new mods with it.

SO, although inspired by FO, purely focuses on performance, has a lot less mods in it (it's the barest bones of a client) which results in lower loading times, frankly better performance and easier maintainability. With it you are expected to add all the content, visual and QoL mods you need yourself.

No Chat Reports will also be included in all 1.19+ versions to ensure the safety of the players' accounts! Read the 1.19.1 FAQ from FO here, it's a good read and the same applies for SO anyway.


Included mods (17)
  • C2ME by ishland (mostly server-side chunk loading and generation optimizations)
  • Enhanced Block Entities by FoundationGames (reimplements block (tile) entities for performance)
  • Entity Culling by tr7zw (culls (=not renders) 90% unneeded entities in most cases)
  • Exordium by tr7zw (limits framerate on GUI elements for a huge performance boost with a neligible visual difference)
  • Fabric API (needed for most mods to function)
  • FastLoad by FluffyBumblebees (makes initial world creation/loading fast, decreasing the radius of chunks loaded and applying some pre-rendering and threading optimizations)
  • FerriteCore by malte0811 (memory management optimizations)
  • ImmediatelyFast by RaphiMC (Immediate mode rendering optimizations; performs as well or better than Iris in entity-heavy scenarios)
  • Krypton by astei (networking optimizations)
  • LazyDFU by astei (makes datafixer compilation "lazy", that is, making load times way quicker and reducing lag spikes in the first few minutes of the game)
  • Lithium by the caffeinemc team (much known - general server-side optimizations)
  • Memory Leak Fix by fxmorin (helps with memory usage and load times)
  • More Culling by fxmorin (culls more block faces and other things for a small but welcome performance boost)
  • Smooth Boot by UltimateBoomer ("improves minecraft CPU sheduling", the result of which is game startup not crazily lagging the whole system and possibly being faster)
  • Sodium by the caffeinemc team (much known - rendering engine optimizations)
  • Starlight by spottedleaf (much known - lighting engine rewrite)
  • Very Many Players by ishland (mostly for servers - but even on clients, brings a good small performance boost in entity-heavy scenarios.)

FAQ

I want a mod added!

Optimization mods are not a huge amount of mods and if a notable one appears, i'd probaly know it already. Nontheless, all feedback is welcome - just consider the 3 main principles:

  • It must be an optimization mod. Only mods to optimize rendering, server code or in some way make the base game more efficent are considered. No visual enhancements or QoL utilities.

  • It must somewhat keep vanilla parity. Mods that significantly change world generation, the looks of terrain, the behaviour of mechanics or are intrusive to the UI are not being considered.

  • It must apply for the majority of the time. The mod must affect the performance on a major part of one's gameplay, not on single rare occasions. I'm looking at you, LanguageReload! SO is aiming to stay tight on the amount of mods, and it's not worth adding a mod to the base pack if it's only going to show itself in action a few times a month for the majority of the users.

Is SO safe enough for my years-long hardcore world?

Not completely. Though I try to keep vanilla parity in the pack, it's always been a bit experimental with the mods and settings - though there have barely been any stability issues anyway. The chance of world corruption is very low, but if you want to be ultra-safe, remove the mods:

C2ME (aka Concurrent Chunk Management Engine) - it is a very experimental mod by itself and it directly impacts world generation and data storage systems.

FastLoad - although it's kind of safe, you can still try and remove it as it changes the way in which the world is loaded on join.

VMP (Very Many Players) - is again an experimental-ish mod, there may be bugs.

Versioning

The version format is x.y.z,

where the x of a version is the revision (a mod list change), the y is the patch (an update to a mod or a change to a config), the z is the hotpatch (there might be a few hotpatches in the span of an hour since the release of a patch in case i keep forgetting something and i need to fix it last minute)

Whenever SO comes out for a new major Minecraft release, this is to be reset to 1.0, this approach will make things less linear and more like they are in reality - each MC version will probaly have an unique set of essential performance mods. Due to this, the MC version will always be specified in the name and the version number.

External resources



Project members

HyperSoop

Owner


Technical information

License
Client side
optional
Server side
unsupported
Project ID