Accelerated Rendering
Entity rendering optimization mod. Fast vertices transforming and caching using compute shaders.
89 config settings
Build 1.0.14-1.20.1-alpha · checked 13 September 2026
Guides
- GPU Entity Vertex Caching, Pipeline Shifts, and GUI Batching
- Third-Party Animation Bridges and Custom Stage Filtering
- Orientation Face Culling, Matrix Discarding, and Iris Shaders
Config
- Maximum Pooled Ring Buffer Size
pooled_ring_buffer_sizecore_settings8— Changing this value may affects your FPS. Smaller value means less in-flight frames, while larger values means more in-flight frames. More in-flight frames means more FPS but more VRAM. (Range: > 1) - Maximum Pooled Batching Size
pooled_batching_sizecore_settings32— Changing this value may affects your FPS. Smaller value means less batches allowed in a draw call, while larger values means more batches. More batches means more FPS but more VRAM and more CPU pressure on handling RenderTypes. (Range: > 1) - Maximum Cached Image Size
cached_image_sizecore_settings32— Changing this value may affects your FPS. Smaller value means less images allowed to be cached, while larger means more cached images. More cached images means more FPS but more RAM pressure. (Range: > 1)
Show all 89 settings
- Dynamic Render Type Cache UV Resolution
dynamic_uv_resolutioncore_settings64— Changing this value may affects your visual effects and VRAM usage. Smaller value means lower resolution in UV scrolling and less cached render types, while larger means higher resolution and more cached render types. Higher resolution means smoother animations on charged creepers and breezes but mo… (Range: > 1) - Enable Debug Context
debug_contextcore_settingsENABLED— - DISABLED: Debug context will be disabled, which may cause significant rendering glitches on some NVIDIA cards because of the "theaded optimization". - ENABLED: Debug context will be enabled, which can prevent NVIDIA driver from applying the "threaded optimization" that causes the glitches. (Allowed Values: DISABLED, ENABLED) - Enable Force Translucent Acceleration
force_translucent_accelerationcore_settingsENABLED— - DISABLED: Translucent RenderType will fallback to vanilla rendering pipeline if the accelerated pipeline does not support translucent sorting unless mods explicitly enable force translucent acceleration temporarily when rendering their own faces. - ENABLED: Translucent RenderType will still be ren… (Allowed Values: DISABLED, ENABLED) - cache_identical_pose
core_settingsENABLED— - DISABLED: Poses with identical transform matrix and normal matrix that used to transform vertices will not be cached in buffer which slightly decreases CPU pressure but increase VRAM usage unless mods explicitly disable it when rendering. - ENABLED: Poses with identical transform matrix and normal… (Allowed Values: DISABLED, ENABLED) - Mesh Instance Info Cache Type
mesh_info_cache_typecore_settingsHANDLE— - SIMPLE: The most basic implementation of cache. Usually used for testing if other cache types are working correctly. - HANDLE: Faster implementation of cache using VarHandle and flatten values to improve performance on read/write operations. - UNSAFE: Fastest implementation of cache using unsafe m… (Allowed Values: SIMPLE, HANDLE, UNSAFE) - Batching Layer Storage Type
layer_storage_typecore_settingsSEPARATED— - SORTED: The basic implementation of batching layer storage that renders opaque and translucent geometries together in a single stage with better performance but slight visual glitches on translucent geometries. - SEPARATED: The visually-precise implementation of batching layer storage that separat… (Allowed Values: SORTED, SEPARATED) - Mesh Merge Type
mesh_merge_typecore_settingsMERGED— - IGNORED: Meshes with identical vertices will not be merged, which will use less RAM but more VRAM in storing duplicated meshes. - MERGED: Meshes with identical vertices will be merged together, which will use less VRAM more RAM in storing the data of meshes used in merging. (Allowed Values: IGNORED, MERGED) - Enable Uploading Mesh Immediately
upload_mesh_immediatelycore_settingsDISABLED— - DISABLED: Meshes that is going to be accelerated will be collected and uploaded together at the end for choosing better uploading method and increasing memory access efficiency to reach the best performance. Also this method allows mesh cache with bigger capacity (up to VRAM limit), but it may not… (Allowed Values: DISABLED, ENABLED) - Enable Cache Dynamic Render Type
cache_dynamic_render_typecore_settingsENABLED— - DISABLED: Dynamic render types like lightning on charged creepers and winds on breezes will not be accelerated for less VRAM usage and smoother animations, but may exceptionally skip acceleration in modded geometries using these render types. - ENABLED: Dynamic render types like lightning on charg… (Allowed Values: DISABLED, ENABLED) - Viewport Restoring Type
viewport_binding_statecore_settingsIGNORED— - IGNORED: Viewport settings that will be modified by other mods will not be restored after the acceleration, which is faster but reduces compatibility with them. - MOJANG: Viewport settings that will be modified by other mods will be recorded and restored using Mojang's GLStateManager to work corre… (Allowed Values: IGNORED, MOJANG, OPENGL) - feature_status
core_settings.block_buffer_binding_restoringENABLED— - DISABLED: Disable block buffer restoring, which is faster but may cause visual glitches with mods and shaders that uses block buffers. - ENABLED: Enable block buffer restoring, which may be slower due to recording and restoring block buffer bindings that ensures working correctly with mods and sha… (Allowed Values: DISABLED, ENABLED) - Block Buffer Binding Cache Type
binding_cache_typecore_settings.block_buffer_binding_restoringHANDLE— - SIMPLE: The most basic implementation of cache. Usually used for testing if other cache types are working properly. - HANDLE: Faster implementation of cache using VarHandle and flatten values to improve performance on read/write operations. - UNSAFE: Fastest implementation of cache using unsafe me… (Allowed Values: SIMPLE, UNSAFE, HANDLE) - Shader Storage Buffer Restoring Type
shader_storage_typecore_settings.block_buffer_binding_restoringRESTORED— - IGNORED: Shader storage buffers will not be restored which improves FPS but reduces compatibility with mods and shaders that ues shader storage buffers. - RESTORED: Shader storage buffers will be restored, which is slight slower but has better compatibility with mods and shaders that ues shader st… (Allowed Values: IGNORED, RESTORED) - Atomic Counter Buffer Restoring Type
atomic_counter_typecore_settings.block_buffer_binding_restoringRESTORED— - IGNORED: Atomic counter buffers will not be restored which improves FPS but reduces compatibility with mods and shaders that ues atomic counter buffers. - RESTORED: Atomic counter buffers will be restored, which is slight slower but has better compatibility with mods and shaders that ues atomic co… (Allowed Values: IGNORED, RESTORED) - Shader Storage Buffer Restoring Range
shader_storage_rangecore_settings.block_buffer_binding_restoring9— Range of shader storage buffer bindings that will be restored. Changing this value may affects your FPS. Smaller value means less shader storage buffer restored but less compatibility, while larger values means more shader storage buffer restored and better compatibility. More shader storage buffers… (Range: 0 ~ 9) - Atomic Counter Buffer Restoring Range
atomic_counter_rangecore_settings.block_buffer_binding_restoring1— Range of atomic counter buffer bindings that will be restored. Changing this value may affects your FPS. Smaller value means less atomic counter buffer restored but less compatibility, while larger values means more atomic counter buffer restored and better compatibility. More atomic counter buffers… (Range: 0 ~ 1) - Enable Accelerated Entity Rendering
feature_statusaccelerated_entity_renderingENABLED— - DISABLED: Disable accelerated entity rendering. - ENABLED: Enable accelerated entity rendering. (Allowed Values: DISABLED, ENABLED) - Default Rendering Pipeline
default_pipelineaccelerated_entity_renderingACCELERATED— - VANILLA: Entities will not be rendered into the accelerated pipeline unless mods explicitly enable it temporarily when rendering their own entities. - ACCELERATED: All entities will be rendered in the accelerated pipeline unless mods explicitly disable it temporarily when rendering their own entit… (Allowed Values: VANILLA, ACCELERATED) - Cached Mesh Type
mesh_typeaccelerated_entity_renderingSERVER— - CLIENT: Cached mesh will be stored on the client side (CPU), which will use less VRAM but take more time to upload to the server side (GPU) during rendering. - SERVER: Cached mesh will be stored on the server side (GPU), which may speed up rendering but will use more VRAM to store the mesh. (Allowed Values: SERVER, CLIENT) - Enable GUI Acceleration
gui_accelerationaccelerated_entity_renderingENABLED— - DISABLED: Accelerated Rendering will not accelerate entities when rendering it in a GUI unless mods explicitly enable it temporarily when rendering their own entities. - ENABLED: Accelerated Rendering will still accelerate entities when rendering it in a GUI unless mods explicitly disable it tempo… (Allowed Values: DISABLED, ENABLED) - Enable Accelerated Item Rendering
feature_statusaccelerated_item_renderingENABLED— - DISABLED: Disable accelerated item rendering. - ENABLED: Enable accelerated item rendering. (Allowed Values: DISABLED, ENABLED) - Bake Mesh For Quads
bake_mesh_for_quadsaccelerated_item_renderingENABLED— - DISABLED: Accelerated Rendering will not bake mesh for quads provided by dynamic item models (something that is not SimpleBakedModel) unless mods explicitly enable it temporarily when rendering their own item models. - ENABLED: Accelerated Rendering will bake mesh for all quads provided by dynamic… (Allowed Values: DISABLED, ENABLED) - Default Rendering Pipeline
default_pipelineaccelerated_item_renderingACCELERATED— - VANILLA: Item models will not be rendered into the accelerated pipeline unless mods explicitly enable it temporarily when rendering their own item models. - ACCELERATED: All item models will be rendered in the accelerated pipeline unless mods explicitly disable it temporarily when rendering their… (Allowed Values: VANILLA, ACCELERATED) - Cached Mesh Type
mesh_typeaccelerated_item_renderingSERVER— - CLIENT: Cached mesh will be stored on the client side (CPU), which will use less VRAM but take more time to upload to the server side (GPU) during rendering. - SERVER: Cached mesh will be stored on the server side (GPU), which may speed up rendering but will use more VRAM to store the mesh. (Allowed Values: SERVER, CLIENT) - Enable Hand Acceleration
hand_accelerationaccelerated_item_renderingENABLED— - DISABLED: Accelerated Rendering will not accelerate item models that are marked as "too small to make up the cost of acceleration" when rendering it in hand unless mods explicitly enable it temporarily when rendering their own item models. - ENABLED: Accelerated Rendering will still accelerate ite… (Allowed Values: DISABLED, ENABLED) - Enable GUI Acceleration
gui_accelerationaccelerated_item_renderingENABLED— - DISABLED: Accelerated Rendering will not accelerate item models that are marked as "too small to make up the cost of acceleration" when rendering it in a container GUI unless mods explicitly enable it temporarily when rendering their own item models. - ENABLED: Accelerated Rendering will still acc… (Allowed Values: DISABLED, ENABLED) - Enable GUI Item Batching
gui_item_batchingaccelerated_item_renderingDISABLED— - DISABLED: Items in the container GUI will be rendered as per item per batch if the GUI Acceleration is enabled, which is inefficient and may cause reduction in FPS, but it has better compatibility in modded container GUI. - ENABLED: Items in the container GUI will be rendered together in a single… (Allowed Values: DISABLED, ENABLED) - Enable Accelerated Text Rendering
feature_statusaccelerated_text_renderingENABLED— - DISABLED: Disable accelerated text rendering. - ENABLED: Enable accelerated text rendering. (Allowed Values: DISABLED, ENABLED) - Default Rendering Pipeline
default_pipelineaccelerated_text_renderingACCELERATED— - VANILLA: Text will not be rendered into the accelerated pipeline unless mods explicitly enable it temporarily when rendering their own text. - ACCELERATED: All text will be rendered in the accelerated pipeline unless mods explicitly disable it temporarily when rendering their own text. (Allowed Values: VANILLA, ACCELERATED) - Cached Mesh Type
mesh_typeaccelerated_text_renderingSERVER— - CLIENT: Cached mesh will be stored on the client side (CPU), which will use less VRAM but take more time to upload to the server side (GPU) during rendering. - SERVER: Cached mesh will be stored on the server side (GPU), which may speed up rendering but will use more VRAM to store the mesh. (Allowed Values: SERVER, CLIENT) - Enable Simple Orientation Face Culling
feature_Statusorientation_cullingENABLED— - DISABLED: Disable simple orientation face culling. - ENABLED: Enable simple orientation face culling. (Allowed Values: DISABLED, ENABLED) - Default Culling Setting
default_cullingorientation_cullingENABLED— - DISABLED: Faces will not be culled unless mods explicitly enable it temporarily when rendering their own geometries. - ENABLED: All faces will be culled unless mods explicitly disable it temporarily when rendering their own geometries. (Allowed Values: DISABLED, ENABLED) - Ignore Cull State
ignore_cull_stateorientation_cullingDISABLED— - DISABLED: Simple orientation face culling will not cull entities that are not declared as "cullable". - ENABLED: Simple orientation face culling will cull all entities even if they are not declared as "cullable", which may cause slightly visual differences. (Allowed Values: DISABLED, ENABLED) - Enable Filters
feature_statusfilterENABLED— - DISABLED: Filters will be disabled and all entities, block entities and items will be accelerated when rendering. - ENABLED: Filters will test if the entities, block entities and items should be accelerated when rendering based on the filter values and the filter type. (Allowed Values: DISABLED, ENABLED) - Enable Menu Filter
menu_filterfilterENABLED— - DISABLED: Menu filter will be disabled and geometries in all container GUI will be accelerated. - ENABLED: Menu filter will test if geometries in specific container GUI should be accelerated when rendering based on the filter values and the filter type. (Allowed Values: DISABLED, ENABLED) - Enable Entity Filter
entity_filterfilterDISABLED— - DISABLED: Entity filter will be disabled and all entities will be accelerated. - ENABLED: Entity filter will test if the entities should be accelerated when rendering based on the filter values and the filter type. (Allowed Values: DISABLED, ENABLED) - Enable Block Entity Filter
block_entity_filterfilterDISABLED— - DISABLED: Block entity filter will be disabled and all block entities will be accelerated. - ENABLED: Block entity filter will test if the block entities should be accelerated when rendering based on the filter values and the filter type. (Allowed Values: DISABLED, ENABLED) - Enable Item Filter
item_filterfilterDISABLED— - DISABLED: Item filter will be disabled and all items will be accelerated. - ENABLED: Item filter will test if the items should be accelerated when rendering based on the filter values and the filter type. (Allowed Values: DISABLED, ENABLED) - Enable Custom Rendering Stage Filter
stage_filterfilterENABLED— - DISABLED: Custom rendering stage filter will be disabled and geometries in all custom rendering stages will be accelerated. - ENABLED: Custom rendering stage filter will test if geometries in specific custom rendering stage should be accelerated when rendering based on the filter values and the fi… (Allowed Values: DISABLED, ENABLED) - Menu Filter Type
menu_filter_typefilterWHITELIST— - BLACKLIST: Container GUIs that are not in the filter values can pass the filter and be accelerated when rendering. - WHITELIST: Container GUIs that are in the filter values can pass the filter and be accelerated when rendering. (Allowed Values: BLACKLIST, WHITELIST) - Entity Filter Type
entity_filter_typefilterBLACKLIST— - BLACKLIST: Entities that are not in the filter values can pass the filter and be accelerated when rendering. - WHITELIST: Entities that are in the filter values can pass the filter and be accelerated when rendering. (Allowed Values: BLACKLIST, WHITELIST) - Block Entity Filter Type
block_entity_filter_typefilterBLACKLIST— - BLACKLIST: Block entities that are not in the filter values can pass the filter and be accelerated when rendering. - WHITELIST: Block entities that are in the filter values can pass the filter and be accelerated when rendering. (Allowed Values: BLACKLIST, WHITELIST) - Item Filter Type
item_filter_typefilterBLACKLIST— - BLACKLIST: Items that are not in the filter values can pass the filter and be accelerated when rendering. - WHITELIST: Items that are in the filter values can pass the filter and be accelerated when rendering. (Allowed Values: BLACKLIST, WHITELIST) - Custom Rendering Stage Filter Type
stage_filter_typefilterWHITELIST— - BLACKLIST: Custom rendering stages that are not in the filter values can pass the filter and be accelerated when rendering. - WHITELIST: Custom rendering stages that are in the filter values can pass the filter and be accelerated when rendering. (Allowed Values: BLACKLIST, WHITELIST) - Menu Filter Values
menu_filter_valuesfilter['minecraft:.*']— You can configure the menu filter by this list. Menu filter will use this list and the filter type to determine if a container GUI can pass the filter. - Entity Filter Values
entity_filter_valuesfilter[]— You can configure the entity filter by this list. Entity filter will use this list and the filter type to determine if an entity can pass the filter. - Block Entity Filter Values
block_entity_filter_valuesfilter[]— You can configure the block entity filter by this list. Block entity filter will use this list and the filter type to determine if a block entity can pass the filter. - Item Filter Values
item_filter_valuesfilter[]— You can configure the item filter by this list. Item filter will use this list and the filter type to determine if an item can pass the filter. - Custom Rendering Stage Filter Values
stage_filter_valuesfilter['after_entities', 'after_block_entities— You can configure the custom rendering stage filter by this list. Custom rendering stage filter will use this list and the filter type to determine if a custom rendering stage can pass the filter. It's not recommend to modify this list unless other mods adds their own custom rendering stages. - Enable Iris Compatibility
feature_statusiris_compatibilityENABLED— - DISABLED: Accelerated Rendering will be incompatible with Iris and cause visual glitches when working with Iris. - ENABLED: Accelerated Rendering will use compute shaders that fits Iris's vertex formats, which make it compatible with Iris. (Allowed Values: DISABLED, ENABLED) - Enable Simple Orientation Culling Compatibility
orientation_culling_compatibilityiris_compatibilityENABLED— - DISABLED: Simple orientation face culling will not work with Iris because the culling shader is for vanilla's vertex formats. - ENABLED: Simple orientation face culling will use another culling shader that fits iris's vertex format, which make it compatible with Iris. (Allowed Values: DISABLED, ENABLED) - Enable Shadow Culling
shadow_cullingiris_compatibilityENABLED— - DISABLED: Entities will not be culled when they are rendered as shadows unless mods explicitly enable it temporarily when rendering their own shadows. Which reduce FPS due to redundant faces. - ENABLED: Entities will be culled when they are rendered as shadows unless mods explicitly disable it tem… (Allowed Values: DISABLED, ENABLED) - Enable Polygon Processing
polygon_processingiris_compatibilityENABLED— - DISABLED: Extra information in vertices provided by Iris will not be included or calculated in the accelerated pipeline unless mods explicitly enable it temporarily when rendering their own geometries, which may cause visual glitches or incorrect rendering. - ENABLED: Extra information in vertices… (Allowed Values: DISABLED, ENABLED) - feature_status
sodium_compatibilityENABLED— - DISABLED: Accelerated Rendering may be incompatible with Sodium that takes over the rendering before Accelerated Rendering. - ENABLED: Accelerated Rendering will take over the rendering before Sodium to work correctly with Sodium. (Allowed Values: DISABLED, ENABLED) - disabled_optimized_path
sodium_compatibilityENABLED— - DISABLED: Sodium's optimized vertex writing code path will not be disabled unless mods explicitly enable it temporarily when rendering their on geometries, which will take over the rendering before Accelerated Rendering's pipeline. - ENABLED: Sodium's optimized vertex writing code path will be dis… (Allowed Values: DISABLED, ENABLED) - Enable Curios Compatibility
feature_statuscurios_compatibilityENABLED— - DISABLED: Accelerated Rendering will not interrupt the acceleration of the Curios layer on entities. - ENABLED: Accelerated Rendering will interrupt the acceleration of Curios layer on entities to prevent some mods using extremely bad rendering code that breaks the caching of Accelerated Rendering… (Allowed Values: DISABLED, ENABLED) - Enable Curios Layer Acceleration
layer_accelerationcurios_compatibilityDISABLED— - DISABLED: Curios layer will not be accelerated by default to prevent some mods using extremely bad rendering code that breaks the caching of Accelerated Rendering unless mods explicitly enable the acceleration when rendering their accessories or equipments. - ENABLED: Curios layer will be accelera… (Allowed Values: DISABLED, ENABLED) - Enable Curios Item Filter
item_filtercurios_compatibilityDISABLED— - DISABLED: Curios item filter will be disabled and acceleration of the rendering of all curios accessories/equipments will be determined by the "layer acceleration" option. - ENABLED: Curios item filter will test if the acceleration of the curios accessories/equipments should be prevented based on… (Allowed Values: DISABLED, ENABLED) - Curios Item Filter Type
item_filter_typecurios_compatibilityBLACKLIST— - BLACKLIST: Curios items that are not in the filter values can pass the filter and not being prevented to be accelerated." - WHITELIST: Curios items that are in the filter values can pass the filter and not being prevented to be accelerated." (Allowed Values: BLACKLIST, WHITELIST) - Curios Item Filter Values
item_filter_valuescurios_compatibility[]— You can configure the curios item filter by this list. Curios item filter will use this list and the filter type to determine if a curios item can pass the filter. - Accelerated Entity Rendering Settings
accelerated_entity_rendering— Accelerated Entity Rendering uses GPU to cache and transform vertices whiling rendering entities, instead of generating and transforming vertices every time the entities are rendered in CPU. - Accelerated Item Rendering Settings
accelerated_item_rendering— Accelerated Item Rendering uses GPU to cache and transform vertices while rendering item models, instead of generating and transforming vertices every time the item models are rendered in CPU. - Enable Merge GUI Item Batches
merge_gui_item_batchingaccelerated_item_rendering— - DISABLED: Items rendered in background and slots will be separated into two batches when accelerate container GUI, which is inefficient any may cause slight reduction in FPS, but it has better compatibility in modded container GUI. - ENABLED: Items rendered in background and slots will be merged i… - Accelerated Text Rendering Settings
accelerated_text_rendering— Accelerated Text Rendering uses GPU to cache and transform vertices whiling rendering text through BakedGlyph, instead of generating and transforming vertices every time the text are rendered in CPU. - Core Settings
core_settings— Core Settings allows you to change setting that are related to all rendering features. - Block Buffer Restoring Settings
block_buffer_binding_restoringcore_settings— A few mods and shader packs will use their on block buffers when rendering, which may introduce conflicts when working with Accelerated Rendering that also uses block buffers. Block Buffer Restoring can record the binding of block buffers before the acceleration and restore them after the accelerati… - Enable Block Buffer Restoring
feature_statuscore_settings— - DISABLED: Disable block buffer restoring, which is faster but may cause visual glitches with mods and shaders that uses block buffers. - ENABLED: Enable block buffer restoring, which may be slower due to recording and restoring block buffer bindings that ensures working correctly with mods and sha… - Draw Method Type
draw_method_typecore_settings— - INDIRECT: Indices of vertices will be generated automatically every draw call, which allows advanced orientation culling to be applied before the actual draw call. But it could be slightly slower when there are too many draw calls present in a frame. - BASEVERTEX: Indices of vertices will be cache… - Mesh Builder Type
mesh_collector_typecore_settings— - SIMPLE: All faces including invisible faces of the model will be included in the final mesh of the model. It might be slower when rendering some models but it allows same models with different textures to be merged more effectively. - CULLED: Invisible faces of the model will be excluded from the… - Scissor Restoring Type
scissor_binding_statecore_settings— - IGNORED: Scissor settings that will be modified by other mods will not be restored after the acceleration, which is faster but reduces compatibility with them. - MOJANG: Scissor settings that will be modified by other mods will be recorded and restored using Mojang's GuiGraphics to work correctly… - Sparse Mesh Uploading Threshold
sparse_thresholdcore_settings— Maximum amount of same meshes in a draw before it is switched to dense uploading method. Changing this value may affects your FPS in certain situation. Smaller value means meshes will use dense mesh uploading with fewer occurrences, while larger values means meshes will use sparse mesh uploading eve… - Curios Compatibility Settings
curios_compatibility— Curios Compatibility Settings allows Accelerated Rendering to work correctly with Curios. - Filters Settings
filter— Filters allows you to prevent specific entities/block entities/items from being accelerated when rendering for better compatibility. - Iris Compatibility Settings
iris_compatibility— Iris Compatibility Settings allows Accelerated Rendering to work correctly with Iris. - Miscellaneous Mods Compatibility Settings
mods_compatibility— Miscellaneous Mod Compatibility Settings allows Accelerated Rendering to prevent negative optimization on specific mods by controlling whether Accelerated Rendering should accelerate the rendering of the corresponding mod. - Enable Entity Model Feature Compatibility
emf_feature_statusmods_compatibility— - DISABLED: Accelerations of animated ModelPart variants in Entity Model Features will be disabled. - ENABLED: Accelerations of animated ModelPart variants in Entity Model Features will be enabled. - Enable Miscellaneous Mods Compatibility Settings
feature_statusmods_compatibility— - DISABLED: Accelerations of all mods listed in the miscellaneous mods compatibility settings will be disabled. - ENABLED: Accelerated Rendering will determine if a mod should be accelerated by the acceleration feature configuration item of this mod listed below. - Enable FTB Library Compatibility
ftb_feature_statusmods_compatibility— - DISABLED: Accelerations of UI driven by FTB Library will be disabled. - ENABLED: Accelerations of UI driven by FTB Library will be enabled. - Enable GeckoLib Compatibility
gecko_feature_statusmods_compatibility— - DISABLED: Accelerations of models in GeckoLib will be disabled. - ENABLED: Accelerations of models in GeckoLib will be enabled. - Enable Modern UI Compatibility
modernui_feature_statusmods_compatibility— - DISABLED: Accelerations of text driven by ModernUI's modern text engine will be disabled. - ENABLED: Accelerations of text driven by ModernUI's modern text engine will be enabled. - Enable Simple Bedrock Model Compatibility
sbm_feature_statusmods_compatibility— - DISABLED: Accelerations of bedrock models in Simple Bedrock Model will be disabled. - ENABLED: Accelerations of bedrock models in Simple Bedrock Model will be enabled. - Enable Sophisticated Core Compatibility
sophisticated_feature_statusmods_compatibility— - DISABLED: Accelerations of UI driven by Sophisticated Core will be disabled. - ENABLED: Accelerations of UI driven by Sophisticated Core will be enabled. - Enable Touhou Little Maid Compatibility
tlm_feature_statusmods_compatibility— - DISABLED: Accelerations of GeckoLib variant models in Touhou Little Maid will be disabled. - ENABLED: Accelerations of GeckoLib variant models in Touhou Little Maid will be enabled. - Enable Vanilla Compatibility
vanilla_feature_statusmods_compatibility— - DISABLED: Accelerations of ModelPart models of Vanilla Minecraft will be disabled. - ENABLED: Accelerations of ModelPart models of Vanilla Minecraft will be enabled. - Enable Vanilla Fix Compatibility
vanilla_fix_feature_statusmods_compatibility— - DISABLED: Fixes for rendering order of armor trims and render layers in Vanilla Minecraft will be disabled, which is faster but cause slight visual inconsistency when rendering those features. - ENABLED: Fixes for rendering order of armor trims and render layers in Vanilla Minecraft will be enable… - Simple Orientation Face Culling Settings
orientation_culling— Simple orientation face culling uses an compute shader before the draw call to discard faces that is not visible on screen by checking if it is facing to the screen using a determinant of 3 * 3 matrix.
Copy the config file
# ---- acceleratedrendering-client.toml [core_settings] # Range: > 1 # Count of buffer sets that holds data for in-flight frame rendering. Changing this value may affects your FPS. Smaller value means less in-flight frames, while larger values means more in-flight frames. More in-flight frames means more FPS but more VRAM. pooled_ring_buffer_size = 8 # Range: > 1 # Count of batches of RenderTypes that is allowed in a draw call. Changing this value may affects your FPS. Smaller value means less batches allowed in a draw call, while larger values means more batches. More batches means more FPS but more VRAM and more CPU pressure on handling RenderTypes. pooled_batching_size = 32 # Range: > 1 # Count of images that cached for static mesh culling. Changing this value may affects your FPS. Smaller value means less images allowed to be cached, while larger means more cached images. More cached images means more FPS but more RAM pressure. cached_image_size = 32 # Range: > 1 # Resolution of UV scrolling in caching dynamic render types. Changing this value may affects your visual effects and VRAM usage. Smaller value means lower resolution in UV scrolling and less cached render types, while larger means higher resolution and more cached render types. Higher resolution means smoother animations on charged creepers and breezes but more VRAM usage. dynamic_uv_resolution = 64 # Allowed Values: DISABLED, ENABLED # - DISABLED: Debug context will be disabled, which may cause significant rendering glitches on some NVIDIA cards because of the "theaded optimization". - ENABLED: Debug context will be enabled, which can prevent NVIDIA driver from applying the "threaded optimization" that causes the glitches. debug_context = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Translucent RenderType will fallback to vanilla rendering pipeline if the accelerated pipeline does not support translucent sorting unless mods explicitly enable force translucent acceleration temporarily when rendering their own geometries. - ENABLED: Translucent RenderType will still be rendered in accelerated pipeline even if the pipeline does not support translucent sorting unless mods explicitly disable force translucent acceleration temporarily when rendering their own geometries. force_translucent_acceleration = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Poses with identical transform matrix and normal matrix that used to transform vertices will not be cached in buffer which slightly decreases CPU pressure but increase VRAM usage unless mods explicitly disable it when rendering. - ENABLED: Poses with identical transform matrix and normal matrix that used to transform vertices will be cached in buffer which save VRAM but slightly increase CPU pressure unless mods explicitly disable it when rendering. cache_identical_pose = ENABLED # Allowed Values: SIMPLE, HANDLE, UNSAFE # - SIMPLE: The most basic implementation of cache. Usually used for testing if other cache types are working correctly. - HANDLE: Faster implementation of cache using VarHandle and flatten values to improve performance on read/write operations. - UNSAFE: Fastest implementation of cache using unsafe memory operations that skip multiple safety checks to read/write. mesh_info_cache_type = HANDLE # Allowed Values: SORTED, SEPARATED # - SORTED: The basic implementation of batching layer storage that renders opaque and translucent geometries together in a single stage with better performance but slight visual glitches on translucent geometries. - SEPARATED: The visually-precise implementation of batching layer storage that separates opaque and translucent geometries into two rendering stages to prevent visual glitches, slightly slower than basic implementation. layer_storage_type = SEPARATED # Allowed Values: IGNORED, MERGED # - IGNORED: Meshes with identical vertices will not be merged, which will use less RAM but more VRAM in storing duplicated meshes. - MERGED: Meshes with identical vertices will be merged together, which will use less VRAM more RAM in storing the data of meshes used in merging. mesh_merge_type = MERGED # Allowed Values: DISABLED, ENABLED # - DISABLED: Meshes that is going to be accelerated will be collected and uploaded together at the end for choosing better uploading method and increasing memory access efficiency to reach the best performance. Also this method allows mesh cache with bigger capacity (up to VRAM limit), but it may not follow the correct draw order. - ENABLED: Meshes that is going to be accelerated will be uploaded immediately after the draw command. It is less efficient and only have about 2GB mesh cache (generally enough) but will follow the original draw order to get the most compatibility. upload_mesh_immediately = DISABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Dynamic render types like lightning on charged creepers and winds on breezes will not be accelerated for less VRAM usage and smoother animations, but may exceptionally skip acceleration in modded geometries using these render types. - ENABLED: Dynamic render types like lightning on charged creepers and winds on breezes will be accelerated to accelerate modded geometries using these render types, but may have more VRAM usage and less smooth animations based on resolution settings. cache_dynamic_render_type = ENABLED # Allowed Values: IGNORED, MOJANG, OPENGL # - IGNORED: Viewport settings that will be modified by other mods will not be restored after the acceleration, which is faster but reduces compatibility with them. - MOJANG: Viewport settings that will be modified by other mods will be recorded and restored using Mojang's GLStateManager to work correctly with them. - OPENGL: Viewport settings that will be modified by other mods will be recorded and restored using OpenGL to work correctly with them even if they don't set viewport using Mojang's GLStateManager, which is slower but has most compatibility. viewport_binding_state = IGNORED [core_settings.block_buffer_binding_restoring] # Allowed Values: DISABLED, ENABLED # - DISABLED: Disable block buffer restoring, which is faster but may cause visual glitches with mods and shaders that uses block buffers. - ENABLED: Enable block buffer restoring, which may be slower due to recording and restoring block buffer bindings that ensures working correctly with mods and shaders that use block buffers. feature_status = ENABLED # Allowed Values: SIMPLE, UNSAFE, HANDLE # - SIMPLE: The most basic implementation of cache. Usually used for testing if other cache types are working properly. - HANDLE: Faster implementation of cache using VarHandle and flatten values to improve performance on read/write operations. - UNSAFE: Fastest implementation of cache using unsafe memory operations that skip multiple safety checks to read/write. binding_cache_type = HANDLE # Allowed Values: IGNORED, RESTORED # - IGNORED: Shader storage buffers will not be restored which improves FPS but reduces compatibility with mods and shaders that ues shader storage buffers. - RESTORED: Shader storage buffers will be restored, which is slight slower but has better compatibility with mods and shaders that ues shader storage buffers. shader_storage_type = RESTORED # Allowed Values: IGNORED, RESTORED # - IGNORED: Atomic counter buffers will not be restored which improves FPS but reduces compatibility with mods and shaders that ues atomic counter buffers. - RESTORED: Atomic counter buffers will be restored, which is slight slower but has better compatibility with mods and shaders that ues atomic counter buffers. atomic_counter_type = RESTORED # Range: 0 ~ 9 # Range of shader storage buffer bindings that will be restored. Changing this value may affects your FPS. Smaller value means less shader storage buffer restored but less compatibility, while larger values means more shader storage buffer restored and better compatibility. More shader storage buffers means less FPS. shader_storage_range = 9 # Range: 0 ~ 1 # Range of atomic counter buffer bindings that will be restored. Changing this value may affects your FPS. Smaller value means less atomic counter buffer restored but less compatibility, while larger values means more atomic counter buffer restored and better compatibility. More atomic counter buffers means less FPS. atomic_counter_range = 1 [accelerated_entity_rendering] # Allowed Values: DISABLED, ENABLED # - DISABLED: Disable accelerated entity rendering. - ENABLED: Enable accelerated entity rendering. feature_status = ENABLED # Allowed Values: VANILLA, ACCELERATED # - VANILLA: Entities will not be rendered into the accelerated pipeline unless mods explicitly enable it temporarily when rendering their own entities. - ACCELERATED: All entities will be rendered in the accelerated pipeline unless mods explicitly disable it temporarily when rendering their own entities. default_pipeline = ACCELERATED # Allowed Values: SERVER, CLIENT # - CLIENT: Cached mesh will be stored on the client side (CPU), which will use less VRAM but take more time to upload to the server side (GPU) during rendering. - SERVER: Cached mesh will be stored on the server side (GPU), which may speed up rendering but will use more VRAM to store the mesh. mesh_type = SERVER # Allowed Values: DISABLED, ENABLED # - DISABLED: Accelerated Rendering will not accelerate entities when rendering it in a GUI unless mods explicitly enable it temporarily when rendering their own entities. - ENABLED: Accelerated Rendering will still accelerate entities when rendering it in a GUI unless mods explicitly disable it temporarily when rendering their own entities. gui_acceleration = ENABLED [accelerated_item_rendering] # Allowed Values: DISABLED, ENABLED # - DISABLED: Disable accelerated item rendering. - ENABLED: Enable accelerated item rendering. feature_status = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Accelerated Rendering will not bake mesh for quads provided by dynamic item models (something that is not SimpleBakedModel) unless mods explicitly enable it temporarily when rendering their own item models. - ENABLED: Accelerated Rendering will bake mesh for all quads provided by dynamic item models (something that is not SimpleBakedModel) unless mods explicitly disable it temporarily when rendering their own item models, which will accelerate the rendering of these models but will crash if they keep allocating new quad data. (but who will?) bake_mesh_for_quads = ENABLED # Allowed Values: VANILLA, ACCELERATED # - VANILLA: Item models will not be rendered into the accelerated pipeline unless mods explicitly enable it temporarily when rendering their own item models. - ACCELERATED: All item models will be rendered in the accelerated pipeline unless mods explicitly disable it temporarily when rendering their own item models. default_pipeline = ACCELERATED # Allowed Values: SERVER, CLIENT # - CLIENT: Cached mesh will be stored on the client side (CPU), which will use less VRAM but take more time to upload to the server side (GPU) during rendering. - SERVER: Cached mesh will be stored on the server side (GPU), which may speed up rendering but will use more VRAM to store the mesh. mesh_type = SERVER # Allowed Values: DISABLED, ENABLED # - DISABLED: Accelerated Rendering will not accelerate item models that are marked as "too small to make up the cost of acceleration" when rendering it in hand unless mods explicitly enable it temporarily when rendering their own item models. - ENABLED: Accelerated Rendering will still accelerate item models that are marked as "too small to make up the cost of acceleration" when rendering it in hand unless mods explicitly disable it temporarily when rendering their own item models, which may slightly reduce the FPS but accelerate vanilla-like modded item models with large amount of vertices. hand_acceleration = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Accelerated Rendering will not accelerate item models that are marked as "too small to make up the cost of acceleration" when rendering it in a container GUI unless mods explicitly enable it temporarily when rendering their own item models. - ENABLED: Accelerated Rendering will still accelerate item models that are marked as "too small to make up the cost of acceleration" when rendering it in a container GUI unless mods explicitly disable it temporarily when rendering their own item models, which may slightly reduce the FPS but accelerate vanilla-like modded item models with large amount of vertices. gui_acceleration = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Items in the container GUI will be rendered as per item per batch if the GUI Acceleration is enabled, which is inefficient and may cause slight reduction in FPS, but it has better compatibility in modded container GUI. - ENABLED: Items in the container will be rendered together in a single batch if the GUI Acceleration is enabled, which is much more efficient but has little compatibility in modded container GUI. gui_item_batching = DISABLED [accelerated_text_rendering] # Allowed Values: DISABLED, ENABLED # - DISABLED: Disable accelerated text rendering. - ENABLED: Enable accelerated text rendering. feature_status = ENABLED # Allowed Values: VANILLA, ACCELERATED # - VANILLA: Text will not be rendered into the accelerated pipeline unless mods explicitly enable it temporarily when rendering their own text. - ACCELERATED: All text will be rendered in the accelerated pipeline unless mods explicitly disable it temporarily when rendering their own text. default_pipeline = ACCELERATED # Allowed Values: SERVER, CLIENT # - CLIENT: Cached mesh will be stored on the client side (CPU), which will use less VRAM but take more time to upload to the server side (GPU) during rendering. - SERVER: Cached mesh will be stored on the server side (GPU), which may speed up rendering but will use more VRAM to store the mesh. mesh_type = SERVER [orientation_culling] # Allowed Values: DISABLED, ENABLED # - DISABLED: Disable simple orientation face culling. - ENABLED: Enable simple orientation face culling. feature_Status = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Faces will not be culled unless mods explicitly enable it temporarily when rendering their own geometries. - ENABLED: All faces will be culled unless mods explicitly disable it temporarily when rendering their own geometries. default_culling = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Simple orientation face culling will not cull entities that are not declared as "cullable". - ENABLED: Simple orientation face culling will cull all entities even if they are not declared as "cullable". ignore_cull_state = DISABLED [filter] # Allowed Values: DISABLED, ENABLED # - DISABLED: Filters will be disabled and all entities, block entities and items will be accelerated when rendering. - ENABLED: Filters will test if the entities, block entities and items should be accelerated when rendering based on the filter values and the filter type. feature_status = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Menu filter will be disabled and geometries in all container GUI will be accelerated. - ENABLED: Menu filter will test if geometries in specific container GUI should be accelerated when rendering based on the filter values and the filter type. menu_filter = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Entity filter will be disabled and all entities will be accelerated. - ENABLED: Entity filter will test if the entities should be accelerated when rendering based on the filter values and the filter type. entity_filter = DISABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Block entity filter will be disabled and all block entities will be accelerated. - ENABLED: Block entity filter will test if the block entities should be accelerated when rendering based on the filter values and the filter type. block_entity_filter = DISABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Item filter will be disabled and all items will be accelerated. - ENABLED: Item filter will test if the items should be accelerated when rendering based on the filter values and the filter type. item_filter = DISABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Custom rendering stage filter will be disabled and geometries in all custom rendering stages will be accelerated. - ENABLED: Custom rendering stage filter will test if geometries in specific custom rendering stage should be accelerated when rendering based on the filter values and the filter type. stage_filter = ENABLED # Allowed Values: BLACKLIST, WHITELIST # - BLACKLIST: Container GUIs that are not in the filter values can pass the filter and be accelerated when rendering. - WHITELIST: Container GUIs that are in the filter values can pass the filter and be accelerated when rendering. menu_filter_type = WHITELIST # Allowed Values: BLACKLIST, WHITELIST # - BLACKLIST: Entities that are not in the filter values can pass the filter and be accelerated when rendering. - WHITELIST: Entities that are in the filter values can pass the filter and be accelerated when rendering. entity_filter_type = BLACKLIST # Allowed Values: BLACKLIST, WHITELIST # - BLACKLIST: Block entities that are not in the filter values can pass the filter and be accelerated when rendering. - WHITELIST: Block entities that are in the filter values can pass the filter and be accelerated when rendering. block_entity_filter_type = BLACKLIST # Allowed Values: BLACKLIST, WHITELIST # - BLACKLIST: Items that are not in the filter values can pass the filter and be accelerated when rendering. - WHITELIST: Items that are in the filter values can pass the filter and be accelerated when rendering. item_filter_type = BLACKLIST # Allowed Values: BLACKLIST, WHITELIST # - BLACKLIST: Custom rendering stages that are not in the filter values can pass the filter and be accelerated when rendering. - WHITELIST: Custom rendering stages that are in the filter values can pass the filter and be accelerated when rendering. stage_filter_type = WHITELIST # You can configure the menu filter by this list. Menu filter will use this list and the filter type to determine if a container GUI can pass the filter. menu_filter_values = ['minecraft:.*'] # You can configure the entity filter by this list. Entity filter will use this list and the filter type to determine if an entity can pass the filter. entity_filter_values = [] # You can configure the block entity filter by this list. Block entity filter will use this list and the filter type to determine if a block entity can pass the filter. block_entity_filter_values = [] # You can configure the item filter by this list. Item filter will use this list and the filter type to determine if an item can pass the filter. item_filter_values = [] # You can configure the custom rendering stage filter by this list. Custom rendering stage filter will use this list and the filter type to determine if a custom rendering stage can pass the filter. It's not recommend to modify this list unless other mods adds their own custom rendering stages. stage_filter_values = ['after_entities', 'after_block_entities'] [iris_compatibility] # Allowed Values: DISABLED, ENABLED # - DISABLED: Accelerated Rendering will be incompatible with Iris and cause visual glitches when working with Iris. - ENABLED: Accelerated Rendering will use compute shaders that fits Iris's vertex formats, which make it compatible with Iris. feature_status = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Simple Orientation culling will not work with Iris because the culling shader is for vanilla's vertex formats. - ENABLED: Simple Orientation culling will use another culling shader that fits iris's vertex format, which make it compatible with Iris. orientation_culling_compatibility = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Entities will not be culled when they are rendered as shadows unless mods explicitly enable it temporarily when rendering their own shadows. Which reduce FPS due to redundant faces. - ENABLED: Entities will be culled when they are rendered as shadows unless mods explicitly disable it temporarily when rendering their own shadows. Redundant faces will be culled and improve FPS, but it may cause incorrect shadows. shadow_culling = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Extra information in vertices provided by Iris will not be included or calculated in the accelerated pipeline unless mods explicitly enable it temporarily when rendering their own geometries, which may cause visual glitches or incorrect rendering. - ENABLED: Extra information in vertices provided by Iris will be included and calculated in the accelerated pipeline by a compute shader unless mods explicitly disable it temporarily when rendering their own geometries. polygon_processing = ENABLED [sodium_compatibility] # Allowed Values: DISABLED, ENABLED # - DISABLED: Accelerated Rendering may be incompatible with Sodium that takes over the rendering before Accelerated Rendering. - ENABLED: Accelerated Rendering will take over the rendering before Sodium to work correctly with Sodium. feature_status = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Sodium's optimized vertex writing code path will not be disabled unless mods explicitly enable it temporarily when rendering their on geometries, which will take over the rendering before Accelerated Rendering's pipeline. - ENABLED: Sodium's optimized vertex writing code path will be disabled unless mods explicitly disable it temporarily when rendering their on geometries and Accelerated Rendering's pipeline can take over the rendering. However, when acceleration feature is disabled, it's highly recommend to enable the optimized code path. disabled_optimized_path = ENABLED [curios_compatibility] # Allowed Values: DISABLED, ENABLED # - DISABLED: Accelerated Rendering will not interrupt the acceleration of the Curios layer on entities. - ENABLED: Accelerated Rendering will interrupt the acceleration of Curios layer on entities to prevent some mods using extremely bad rendering code that breaks the caching of Accelerated Rendering. feature_status = ENABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Curios layer will not be accelerated by default to prevent some mods using extremely bad rendering code that breaks the caching of Accelerated Rendering unless mods explicitly enable the acceleration when rendering their accessories or equipments. - ENABLED: Curios layer will be accelerated by default unless mods explicitly enable the acceleration when rendering their accessories or equipments. layer_acceleration = DISABLED # Allowed Values: DISABLED, ENABLED # - DISABLED: Curios item filter will be disabled and acceleration of the rendering of all curios accessories/equipments will be determined by the "layer acceleration" option. - ENABLED: Curios item filter will test if the acceleration of the curios accessories/equipments should be prevented based on the filter values and the filter type. item_filter = DISABLED # Allowed Values: BLACKLIST, WHITELIST # - BLACKLIST: Curios items that are not in the filter values can pass the filter and not being prevented to be accelerated. - WHITELIST: Curios items that are in the filter values can pass the filter and not being prevented to be accelerated. item_filter_type = BLACKLIST # You can configure the curios item filter by this list. Curios item filter will use this list and the filter type to determine if a curios item can pass the filter. item_filter_values = []
Frequently Asked Questions
How does Accelerated Rendering improve Minecraft performance?
It offloads entity and item vertex transformations from the single-threaded CPU loop to parallel GPU compute shaders, drastically reducing CPU bottlenecks when many mobs are on screen.
What hardware is required to run Accelerated Rendering?
Your graphics card and drivers must support OpenGL 4.6 with compute shaders and persistently mapped buffers.
Is Accelerated Rendering compatible with Iris Shaders?
Yes. Enable the Iris Compatibility Settings, which adjusts vertex layouts and polygon processing to work smoothly with active shader packs.
What does Simple Orientation Face Culling do?
It calculates whether entity faces are pointing away from the camera using matrix determinants and discards backward-facing polygons before rasterization to save fill rate.
Can Accelerated Rendering optimize animated models from GeckoLib?
Yes. Enable the Enable GeckoLib Compatibility option in the miscellaneous compatibility settings to accelerate GeckoLib animated models.