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Afterburner: Optimized

Extreme optimizations to minecraft that includes faster chunk rendering, faster server tick time, collision optimizations and more

Modrinth game-mechanics optimization worldgen

Описание

## What it improves: ### Rendering (FPS) - **Batched chunk drawing:** each 128x64x128 block region is drawn with one call instead of one call per chunk section. - **Smaller chunk vertices:** 16 bytes per vertex instead of 28, so the graphics card reads less for every block face. Chunks also take less graphics memory. - **Occlusion culling:** chunks hidden behind nearer terrain (hills, caves, walls) aren't drawn. Works on OpenGL and Vulkan. - **Entity culling:** mobs, chests, signs and other entities hidden behind terrain aren't drawn. - **Face culling:** block faces that point away from the camera are skipped. - **Translucent face culling:** the same for water, glass and ice. - **Faster draw prep:** skips the per-frame work for chunk layers that have nothing to draw. - **Off-screen chunk building:** chunks around you get built while the builders have time, not only once you look at them, so turning around shows fewer holes. - **Cheaper texture filtering:** smooth filtering reads each texture 4 times per pixel instead of 8 or 9. The picture stays the same. ### Memory - **Smaller chunk buffers:** GPU memory for chunks grows as needed instead of being reserved 128 MB at a time. On laptops with built-in graphics, that memory is your normal RAM. - **Freed build copies:** chunks let go of the copy of the blocks they were built from. Vanilla keeps one per chunk. - **Memory trim:** while the game is paused or in the background, Java gives unused memory back to the system. ### World and server - **Parallel world generation:** trees, ores and structures are placed on every CPU core instead of one. - **Faster lighting:** light updates remember the sections they're working in instead of looking them up for every block. It uses the same algorithm as vanilla, so the result is the same. - **Faster collisions:** less work per block when checking what moving entities bump into. - **Faster mob AI:** mob brains and searches for beds, job blocks and similar use plain arrays and loops instead of hash maps and streams. - **Leaner chunk sections:** less memory for every block and biome container. ### Other - **Lower worker priority:** background workers run just below normal priority, so frames come first when every core is busy.