Content
| Name | |
|---|---|
| Client-State-Guard-1.0.11.jar |
[!IMPORTANT]
Required launcher setup
X-Factor 1.0.7 requires the following JVM arguments for the intended configuration:
-XX:+UseZGC --enable-native-access=ALL-UNNAMED -XX:+UnlockExperimentalVMOptions -XX:+EnableJVMCI -XX:+EnableDynamicAgentLoading -Dmeshelium.terrainDraw.bfsOnly=true -XX:+AlwaysPreTouch4 GB of allocated memory is recommended. Set the instance memory allocation to 4 GB in your launcher.
Do not skip the JVM arguments when testing or reporting performance problems. They are part of the intended X-Factor 1.0.7 configuration.
X-Factor Optimization 1.0.7 is a rendering-engine and frame-time stability update built on top of the chunk-rendering coordination and client-stability work introduced in 1.0.6.
This release keeps the lightweight, client-focused optimization goal of X-Factor, but changes a major part of how terrain is rendered. The main change is a move away from the previous Sodium / RenderSnap rendering stack to Meshelium 1.5.2, using Minecraft 26.2's Vulkan graphics backend and mesh-shader terrain rendering.
FPS stability has been increased substantially in 1.0.7, with the biggest focus on reducing unstable frame delivery during terrain traversal, chunk loading, turning, and other rendering-heavy situations.
X-Factor 1.0.7 changes the primary terrain-rendering stack from the 1.0.6-era combination of:
Sodium 0.9.1+mc26.2
Iris 1.11.2+mc26.2
RenderSnap 1.3.1
Multicore Magic
to:
Minecraft 26.2 Vulkan backend
Meshelium 1.5.2
This is the main change in X-Factor 1.0.7.
X-Factor 1.0.6 already worked to coordinate chunk mesh work more cleanly through Multicore Magic while keeping Sodium as the main rendering/settings interface and integrating RenderSnap around it.
Further testing and development moved the pack toward a more direct rendering approach. Instead of continuing to stack multiple systems around the old rendering path, X-Factor 1.0.7 now uses Meshelium as the central terrain-rendering optimization.
While navigating through:
Loaded terrain
→ rapidly loading new chunks
→ turning or moving through the world
the old stack could still experience noticeable changes in frame pacing as multiple rendering and chunk-related systems competed for work.
In more severe rendering-heavy workloads, that could present as:
High average FPS but uneven frame delivery
Chunk rebuilds causing visible frame-time spikes
Rapid traversal producing inconsistent smoothness
The visible result could include:
Meshelium 1.5.2 changes the optimization model from layering additional optimizations around the previous terrain renderer into using a mesh-shader-based terrain renderer directly on Minecraft 26.2's Vulkan backend.
The result is a much more focused rendering path and, in X-Factor 1.0.7 testing, a major improvement in FPS stability.
The goal of 1.0.7 is not only to raise peak FPS.
A very high FPS number is less useful if frame delivery is inconsistent. X-Factor 1.0.7 therefore puts much more emphasis on stable frame times, especially while the world is actively loading and rebuilding terrain.
Meshelium now handles the main terrain rendering workload.
The optimized path is now effectively:
Minecraft requests terrain rendering
↓
Minecraft 26.2 Vulkan backend
↓
Meshelium terrain renderer
↓
Mesh-shader terrain processing
↓
More consistent frame delivery
This matters most during situations where the renderer is continuously receiving new work instead of drawing a mostly static scene.
Examples include:
Fast exploration
Elytra flight
Rapid camera rotation
Fresh chunk loading
Large render distances
Busy multiplayer areas
Frequent terrain rebuilds
The main improvement users should notice is that FPS behavior is less erratic under load. Average FPS can still vary heavily by hardware and world conditions, but 1.0.7 is designed to hold its performance more consistently instead of only chasing the highest possible instantaneous number.
Meshelium is designed around Minecraft 26.2's Vulkan rendering backend.
The supplied X-Factor 1.0.7 configuration prefers:
preferredGraphicsBackend:"vulkan"
The rendering path is therefore:
Launch X-Factor 1.0.7
↓
Minecraft selects the Vulkan backend
↓
Meshelium initializes
↓
Meshelium terrain rendering becomes active
↓
Optimized mesh-shader terrain path is used
This is an important architectural change from X-Factor 1.0.6.
The previous release was centered on Sodium and Iris. X-Factor 1.0.7 is centered on Minecraft 26.2's Vulkan backend plus Meshelium.
If a launcher or existing profile overrides the graphics backend, verify that Vulkan is selected before evaluating Meshelium performance.
Meshelium acceleration also depends on GPU support for mesh shaders. On unsupported hardware, Meshelium may disable its accelerated terrain path rather than providing the intended 1.0.7 rendering performance.
When Meshelium is active, X-Factor 1.0.7 ships with a tuned terrain configuration intended to make the new renderer the primary terrain path.
Important supplied settings include:
enableTerrainRendering=true
suppressVanillaUploads=true
greedyMeshing=true
occlusionMode="ON"
maxRenderDistance=96
The configuration also ships with:
fogMode="OFF"
retainTerrain=false
arenaTrim=false
The important distinction is that 1.0.7 is not installing Meshelium while leaving the old terrain stack untouched.
The supplied configuration explicitly enables Meshelium terrain rendering and suppresses the redundant vanilla terrain-upload path used by the old model.
The intended flow is:
Meshelium enabled
↓
Terrain work arrives
↓
Meshelium terrain renderer handles the workload
↓
Redundant vanilla terrain uploads are suppressed
↓
The selected optimized rendering path stays in control
The logic remains intentionally conservative around unsupported hardware. The pack should not be treated as proof that every GPU can use Meshelium's accelerated path.
X-Factor 1.0.6 focused heavily on client-side chunk mesh coordination.
X-Factor 1.0.7 broadens chunk and world-processing optimization by adding:
C2ME 0.4.2-alpha.0.43
C2ME contributes optimizations around chunk loading, generation, serialization, world processing, and related scheduling paths.
The new high-level flow is:
Chunk/world work arrives
↓
C2ME optimized scheduling and processing paths
↓
World/chunk work is handled more efficiently
↓
Meshelium receives terrain that is ready to render
↓
Rendering continues through the Vulkan / mesh-shader path
This does not mean every part of Minecraft is moved off-thread or that every workload scales perfectly with core count.
The goal is to reduce avoidable bottlenecks around chunk-heavy workloads so that the renderer is less likely to be fed work in large, disruptive bursts.
This is particularly relevant to the 1.0.7 goal of improved FPS stability during movement.
X-Factor 1.0.7 also adds:
ModernFix 5.27.19-build.1
ModernFix becomes part of the broader performance and memory-efficiency layer around the new renderer.
The feature is not intended to replace Meshelium or C2ME.
Instead, the three components target different parts of the client:
Meshelium = terrain rendering
C2ME = chunk/world processing paths
ModernFix = broader engine/runtime optimizations
Keeping these responsibilities separate is important.
X-Factor 1.0.7 is trying to reduce the number of overlapping systems that all modify the exact same rendering operation while still retaining optimizations that operate on distinct parts of the game.
One of the most important architecture changes in 1.0.7 is the removal of the old multi-mod rendering chain.
X-Factor 1.0.6 used a combination of:
Sodium
Iris
RenderSnap
Multicore Magic
RenderSnap Sodium Menu Compat
X-Factor Compatibility Patcher rules
That setup was useful, but it also required compatibility logic to decide which mod should own overlapping rendering paths.
X-Factor 1.0.7 replaces that arrangement with a much simpler primary terrain path:
Minecraft 26.2 Vulkan backend
↓
Meshelium 1.5.2
↓
Optimized terrain rendering
This avoids retaining old compatibility patches for rendering components that are no longer part of the supplied pack.
The new design is deliberately more direct: fewer overlapping terrain-rendering systems, fewer special-case redirects, and a clearer component responsible for terrain rendering.
The previous X-Factor Compatibility Patcher was important when X-Factor needed targeted Mixin changes between RenderSnap, Multicore Magic, Sodium-oriented behavior, and other overlapping optimizations.
Those specific rendering compatibility rules are no longer the center of 1.0.7 because the corresponding rendering stack has been replaced.
The following custom 1.0.6 components are therefore no longer supplied in 1.0.7:
RenderSnap Sodium Menu Compat
X-Factor Compatibility Patcher
xfactor-compatibility-patches.txt
This means users updating an existing instance should not keep stale copies of those components simply because they were required by 1.0.6.
The goal is to keep compatibility logic only where it is actually needed by the current pack.
The Client State Guard work from earlier X-Factor releases remains in 1.0.7.
X-Factor continues to include:
Client State Guard 1.0.11
This stability layer remains separate from the new renderer and continues to protect client state around problematic session transitions.
It is designed to prevent or reduce issues involving:
The important distinction remains:
Rendering performance state
≠
Network/session client state
1.0.7 changes the renderer substantially without removing the client-state protection foundation already established in earlier releases.
The JVM configuration is a high-priority part of X-Factor 1.0.7.
Use the following arguments exactly as part of the instance JVM configuration:
-XX:+UseZGC --enable-native-access=ALL-UNNAMED -XX:+UnlockExperimentalVMOptions -XX:+EnableJVMCI -XX:+EnableDynamicAgentLoading -Dmeshelium.terrainDraw.bfsOnly=true -XX:+AlwaysPreTouch
The selected arguments include the Meshelium-specific system property used by this pack:
-Dmeshelium.terrainDraw.bfsOnly=true
They also enable the JVM/runtime behavior selected for this release.
4 GB of allocated memory is recommended for X-Factor 1.0.7.
Do not assume that allocating a very large heap will automatically improve performance. The intended baseline for this release is:
Allocated memory: 4 GB recommended
JVM arguments: required
Java: 25
When comparing performance between systems, make sure the JVM arguments and memory allocation are the same on every test run.
X-Factor 1.0.7 changes the supplied rendering defaults around the new Vulkan / Meshelium stack.
The main configuration uses:
preferredGraphicsBackend:"vulkan"
enableTerrainRendering=true
suppressVanillaUploads=true
greedyMeshing=true
maxRenderDistance=96
The supplied Minecraft options also use:
enableVsync:false
maxFps:260
renderDistance:20
simulationDistance:12
VSync remains disabled in the supplied configuration, which makes it easier to see maximum-throughput behavior and frame-time changes during testing.
The normal render distance remains conservative at 20 chunks even though the Meshelium configuration allows the distance cap to extend much higher.
X-Factor continues to prefer sensible defaults with headroom available to the user rather than shipping an extreme render distance that may be inappropriate for many systems.
Any FPS result for X-Factor 1.0.7 should be treated as a hardware- and workload-specific observation, not a guaranteed benchmark.
The most important 1.0.7 claim is the major improvement to FPS stability and frame-time consistency in the tested configuration, not a promise that every system will reach the same peak FPS.
Performance will continue to vary heavily by:
Meshelium 1.5.2
C2ME 0.4.2-alpha.0.43
ModernFix 5.27.19-build.1
ResourcefulConfig 5.0.0
FPS Display 5.1.0
No Prying Eyes 3.2.0-beta
Structure Layout Optimizer 1.1.4
Minecraft 26.2 Vulkan backend as the preferred rendering backend
Ferrite
0.7.1-alpha+26.2 → 0.7.2-alpha+26.2
Gnetum
4.5.3+26.2-fabric → 4.5.4+26.2-fabric
Jasione
1.0.6+26.1.2-fabric → 1.0.8+26.1.2-fabric
Optimized Block Entities
1.1.40-hotfix.2 → 1.1.43
PAPI
1.2.0 → 1.2.1
ViaFabricPlus
4.6.1 → 4.6.3
Preferred graphics backend changed to Vulkan
Meshelium terrain rendering enabled
Vanilla terrain uploads suppressed while Meshelium owns terrain rendering
Meshelium greedy meshing enabled
Meshelium render-distance cap set to 96
Required JVM argument set added for the intended 1.0.7 runtime configuration
4 GB allocated memory is now the recommended baseline
Sodium 0.9.1+mc26.2
Iris 1.11.2+mc26.2
RenderSnap 1.3.1
Multicore Magic
ImmediatelyFast
Greedy Meshing Mod
Faster Iris Shadow Mapper
Krypton
Quantified API
(Sodium) Chloride
Ixeris
No Invalid Session ID
Text Placeholder API
Modernica
RenderSnap Sodium Menu Compat
X-Factor Compatibility Patcher
xfactor-compatibility-patches.txt
Several of these removals are intentional consequences of replacing the old Sodium / Iris / RenderSnap rendering architecture rather than simple feature cuts.
For example, greedy meshing is now enabled inside the supplied Meshelium configuration, so the old standalone Greedy Meshing Mod is no longer needed in the same role.
Major retained optimization components include:
Client State Guard 1.0.11
Lithium 0.25.3+mc26.2
BadOptimizations 2.4.1
FerriteCore 9.0.0
ScalableLux 0.3.0-alpha.0.3
Async 0.2.4+alpha-26.2
Particle Core 0.3.3+26.2
Signs Faster 1.0.3
Tick Sync 1.4.0
Eslium 4.5.0-beta
Oxidizium Panama 1.3.1
More Culling 1.8.1
The tested rendering combination in the supplied 1.0.7 pack is now:
Minecraft 26.2 Vulkan backend
Meshelium 1.5.2
instead of the previous Sodium / Iris combination.
X-Factor 1.0.7 continues to include a broad performance stack, now centered around the new Meshelium renderer:
Supporting client components also include:
X-Factor's retained custom stability component is:
The old RenderSnap/Sodium compatibility components are intentionally not retained because 1.0.7 no longer uses that rendering stack.
X-Factor 1.0.6 focused on chunk-rendering coordination, RenderSnap/Sodium integration, and maintaining compatibility between overlapping rendering optimizations.
X-Factor 1.0.7 focuses on replacing that layered rendering architecture with a more direct Vulkan + Meshelium path and substantially improving FPS stability.
The relevant rendering path now looks roughly like:
Minecraft 26.2 starts with Vulkan
↓
Meshelium initializes
↓
Terrain work is routed through Meshelium
↓
Mesh shaders process terrain rendering
↓
C2ME / retained optimizations reduce surrounding chunk/world bottlenecks
↓
More stable frame delivery during movement and chunk-heavy workloads
The focus of 1.0.7 is therefore frame-time stability, a cleaner rendering architecture, and more efficient terrain handling, not simply adding the largest possible number of optimization mods.
The goals are:
For general performance comparisons between 1.0.6 and 1.0.7:
Because 1.0.7 is primarily a renderer and frame-time stability update, the most important test is not only peak FPS. Watch the consistency of FPS and frame delivery while new terrain is appearing.
A useful rendering test is:
Launch with Vulkan selected
→ verify Meshelium is active
→ join a world
→ move quickly through generated terrain
→ enter fresh terrain
→ turn rapidly while chunks load
→ return to previously loaded terrain
Repeat the sequence several times.
Confirm that:
Also test a larger render distance if your GPU supports it, but compare at identical distances before drawing conclusions about 1.0.6 versus 1.0.7.
For multiplayer:
Join Server A
→ move through a busy area
→ travel into newly loaded terrain
→ disconnect normally
→ join Server B
→ repeat the movement test
Confirm that rendering remains stable and that chat, tab-list decorations, boss bars, player-list state, and other server-specific data do not leak between sessions.
For singleplayer:
Open world
→ travel quickly
→ enter fresh terrain
→ return to loaded terrain
→ Save & Quit
Then separately test:
Open world
→ Pause
→ Save & Quit
→ reopen world
Confirm that the world saves normally and reopens without a save-lock or chunk-loading problem.
A clean launcher update is strongly recommended because 1.0.7 replaces several major rendering components instead of merely updating them in place.
If updating an existing instance:
xfactor-compatibility-patches.txt from 1.0.6 in the new instance.Required JVM arguments:
-XX:+UseZGC --enable-native-access=ALL-UNNAMED -XX:+UnlockExperimentalVMOptions -XX:+EnableJVMCI -XX:+EnableDynamicAgentLoading -Dmeshelium.terrainDraw.bfsOnly=true -XX:+AlwaysPreTouch
Do not use a launcher-wide Update All Mods action on X-Factor.
The pack still contains compatibility-sensitive rendering, chunk, networking, and runtime combinations that are tested together.
In particular, the supplied X-Factor 1.0.7 rendering combination uses:
Minecraft 26.2 built-in Vulkan backend
Meshelium 1.5.2
Do not add Sodium, Iris, or RenderSnap back into the instance and assume they are part of the tested 1.0.7 rendering configuration.
Meshelium queries the graphics driver for mesh-shader support. Broadly, modern NVIDIA RTX, AMD RX 6000-series-or-newer, and Intel Arc-class GPUs are the type of hardware expected to support the feature, but actual driver-reported support is what matters.
If Meshelium cannot use its accelerated path, include that fact in any performance report. Do not compare an unsupported/fallback path against a fully active Meshelium result as if they were the same configuration.
When reporting an issue, include:
latest.logFor performance reports, also include:
For rendering problems, include the exact sequence used before the issue and note whether the log contains messages mentioning:
Meshelium
Vulkan
mesh shader
For startup problems, also include the complete JVM argument list used by the launcher.
This is particularly important for 1.0.7 because the intended configuration depends on both the new Vulkan / Meshelium rendering path and the required JVM runtime arguments.
| Name | |
|---|---|
| Client-State-Guard-1.0.11.jar |