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.