Asynchronous Reprojection
Asynchronous reprojection in Minecraft
20 config settings
Build 0.1 · checked 13 September 2026
Guides
Config
- Camera Reprojection
camera_reprojectionfield— Enables camera rotation reprojection. - Debug FPS Limit
debug_fps_limitfield— Sets FPS limit to the value between 1 and 9. For other values the limit will be the same as in Minecraft video settings. - FOV Scaling
fov_scalingfield— Ratio of rendered FOV to value set in settings. The greater the value, the worse the visuals and performance, but texture wrapping is less noticeable.
Show all 20 settings
- Linear Texture Filtering
linear_texture_filteringfield— Enables linear texture filtering (the edges will be blurry). - Max Reprojected FPS
max_reprojected_fpsfield— FPS limit for asynchronous reprojection. For values below 1 or above 360 limit will be disabled. - Movement Reprojection
movement_reprojectionfield— Enables player movement reprojection. - Position Offset X
offset_xfield— Player position X offset for movement reprojection. - Position Offset Y
offset_yfield— Player position Y offset for movement reprojection. - Position Offset Z
offset_zfield— Player position Z offset for movement reprojection. - Print Reprojected FPS
print_async_fpsfield— Prints to logs FPS values for asynchronous rendering. - Recreate View Bobbing
recreate_bobbing__brokenfield— Recreate view bobbing (currently broken). - Reprojection VSync
reprojection_vsyncfield— Enables vertical synchronization for reprojection. - Responsive Flying
responsive_flyingfield— Make enabling and disabling flying more responsive by checking double jump asynchronously. - Responsive Sprinting
responsive_sprintingfield— Make triggering sprinting more responsive by checking double forward key asynchronously. - Initial Ray Length
sequence_a0field— Movement reprojection ray marching first step. A0 (or A) in the formula for partial sum of geometric series, which is equal to the maximum supported view distance. The greater the value, the worse the visuals, but higher the maximum supported view distance. - Ray Marching Iterations
sequence_nfield— Number of movement reprojection ray marching iterations. N in the formula for partial sum of geometric series, which is equal to the maximum supported view distance. The greater the value, the higher the maximum supported view distance, but worse performance. - Ray Length Multiplier
sequence_rfield— Movement reprojection ray marching steps ratio. R in the formula for partial sum of geometric series, which is equal to the maximum supported view distance. The greater the value, the worse the visuals, but higher the maximum supported view distance. - Simulate Real Delay
simulate_real_delayfield— Simulates real delay for limited FPS. - Warn About Thread Waiting
warn_about_waitingfield— Prints message to logs each time render thread waits for asynchronous reprojection thread. - Wrapping Mode
wrapping_modefield— Specifies texture wrapping mode: 0 - GL_CLAMP_TO_BORDER 1 - GL_CLAMP_TO_EDGE 2 - GL_REPEAT 3 - GL_MIRRORED_REPEAT Other values will be treated as 1.
Frequently Asked Questions
What does Asynchronous Reprojection do?
It creates a secondary rendering context to reproject previous frames with updated camera angles and player positions between main engine ticks.
What is the difference between Camera Reprojection and Movement Reprojection?
Camera Reprojection re-renders rotational view changes, whereas Movement Reprojection uses ray marching to recalculate physical character displacement across space.
How does Responsive Sprinting improve movement?
Responsive Sprinting evaluates forward movement inputs asynchronously to initiate sprinting transitions without waiting for the primary engine tick.
Why can textures look stretched at the screen edges?
Reprojecting rotated frames can expose un-rendered border margins, which can be mitigated by adjusting FOV Scaling and texture Wrapping Mode settings.
Download Links
- modrinth.com modrinth.com/mod/asynchronous-reprojection
- Source github.com/mt1006/mc-ar-mod
- Issues github.com/mt1006/mc-ar-mod/issues