mcmodwiki
Mods › Asynchronous Reprojection

Asynchronous Reprojection

Asynchronous reprojection in Minecraft

20 config settings

Build 0.1 · checked 13 September 2026

Guides

Config

  • Camera Reprojection camera_reprojection field — Enables camera rotation reprojection.
  • Debug FPS Limit debug_fps_limit field — 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_scaling field — 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_filtering field — Enables linear texture filtering (the edges will be blurry).
  • Max Reprojected FPS max_reprojected_fps field — FPS limit for asynchronous reprojection. For values below 1 or above 360 limit will be disabled.
  • Movement Reprojection movement_reprojection field — Enables player movement reprojection.
  • Position Offset X offset_x field — Player position X offset for movement reprojection.
  • Position Offset Y offset_y field — Player position Y offset for movement reprojection.
  • Position Offset Z offset_z field — Player position Z offset for movement reprojection.
  • Print Reprojected FPS print_async_fps field — Prints to logs FPS values for asynchronous rendering.
  • Recreate View Bobbing recreate_bobbing__broken field — Recreate view bobbing (currently broken).
  • Reprojection VSync reprojection_vsync field — Enables vertical synchronization for reprojection.
  • Responsive Flying responsive_flying field — Make enabling and disabling flying more responsive by checking double jump asynchronously.
  • Responsive Sprinting responsive_sprinting field — Make triggering sprinting more responsive by checking double forward key asynchronously.
  • Initial Ray Length sequence_a0 field — 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_n field — 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_r field — 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_delay field — Simulates real delay for limited FPS.
  • Warn About Thread Waiting warn_about_waiting field — Prints message to logs each time render thread waits for asynchronous reprojection thread.
  • Wrapping Mode wrapping_mode field — 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

Mods › Asynchronous Reprojection