Intelium
A Sodium add-on that tunes chunk-build threading and speeds up chunk loading on Intel GPUs, with a few optional render tweaks. Turns itself off on non-Intel or unsupported hardware.
31 config settings
Build 1.3.0 · checked 13 September 2026
Guides
Config
- Adaptive Budgets
adaptive_budgets— Lets the three budgets above tighten further when your frame rate falls short of the Adaptive FPS Target, and relax again the moment it recovers. It only ever trades detail for frames when there are no frames to spare - at target it changes nothing at all. - Adaptive Render Distance
adaptive_distance— Holds your FPS target by stepping the render distance down when FPS stays low, and back up when there is headroom - one chunk at a time, never below half your own setting. Hysteresis and hold timers stop it from oscillating; a short dip never triggers a step. When FPS falls far below the target it r… - Adaptive FPS Target
adaptive_fps_target— The frame rate the adaptive render distance tries to hold. Steps down below ~92% of this, steps back up above ~115%.
Show all 31 settings
- Background FPS Limit
background_fps— Caps the frame rate while the game window is unfocused. On an iGPU this is a double win: background frames stop burning the shared CPU/GPU power budget, and the game comes back cooler when you return. Your own FPS limit is restored the instant the window regains focus. Steps aside automatically when… - Block Entity Budget
block_entity_culling— Caps how many chests, signs, banners, item frames and beacons are drawn in a single frame. These are the one part of the world Sodium cannot batch into the chunk mesh - each is walked and drawn on its own, every frame - which is why a storage room tanks the frame rate and an open field does not. An… - Chunk Build Workers
chunk_workers— Number of CPU threads building chunks. 'Auto' picks a generation- and profile-aware value that lets chunks keep up while moving without starving the render thread. - Clouds
clouds— Clouds are a translucent layer redrawn every frame - pure overdraw on an iGPU. Fast caps volumetric ('Fancy') clouds to flat ones; Off removes them entirely. Your own setting is restored when turned off. - Disable Menu Background Blur
disable_menu_blur— Forces the menu background blur to 0. The gaussian blur behind menus re-filters the whole frame every menu frame - real GPU savings on an iGPU whenever the pause screen, inventory or settings are open. Your own blur setting is restored when turned off. - Disable Entity Shadows
disable_shadows— Turns off the round shadows under entities. A small, cheap overdraw saving. - Disable Smooth Lighting
disable_smooth_lighting— Turns off smooth lighting (ambient occlusion). Skips the per-vertex shading done during chunk meshing - cheaper chunk builds and slightly cheaper frames, at a visible cost. - Force VSync Off
disable_vsync— Turns VSync off while Intelium is active, uncapping FPS from your display's refresh rate. Your own VSync choice is restored when turned off. - Enable Intelium
enable— Master switch for Intel GPU optimizations. Disable to fall back to vanilla Sodium behavior. - Smart Entity Culling
entity_culling— Skips drawing entities that are too small on your screen to make out. Vanilla's Entity Distance treats a dropped item and an ender dragon the same; this measures how many pixels tall each entity actually lands, using its real size plus your resolution and FOV, and drops only what was already a smudg… - Max Entity Distance
entity_distance— Caps how far entities render, as a percent of your setting. Lower culls distant mobs/items sooner - a real FPS win in crowded areas. 'Full' leaves it untouched. - Fast Biome Blend
fast_biome_blend— Forces biome blending to 0. Biome blending runs on the chunk-build thread, so turning it off makes meshing much cheaper and cuts hitches when chunks stream in while you move. - Fast Chunk Loading
fast_chunks— Makes chunks appear faster by overriding Sodium's defer mode (which defaults to the slowest 'Always') and boosting build throughput. Fast = one-frame delay (recommended). Turbo = zero delay (fastest; may cost some smoothness when lots of terrain streams in). Off = leave Sodium's setting. - Fast Graphics
fast_graphics— Forces the vanilla Graphics setting to 'Fast' (simpler leaves, weather and translucency). One of the biggest single FPS levers on a weak iGPU; changes how the game looks, so it is off by default. - Limit Particles
limit_particles— Caps particles to 'Decreased' while active (never overrides a stricter setting). Fewer particles means less overdraw on weak iGPUs. - Max Render Distance
max_render_distance— Caps the render distance, in chunks. Fewer chunk sections to build, upload and draw every frame - the single most reliable FPS lever there is. Only caps downward; 'No Cap' leaves your setting untouched. - Max Simulation Distance
max_simulation_distance— Caps the simulation distance, in chunks. Fewer ticked chunks means real CPU savings in singleplayer - and on an iGPU that shares its power budget with the CPU, cooler CPUs mean faster frames. Only caps downward; 'No Cap' leaves your setting untouched. Has no effect on servers (the server decides). - Menu FPS Limit
menu_fps— Caps the frame rate while a menu (pause screen, inventory, settings) is open. Menus redraw the whole frame at full rate even though nothing on screen needs it - capping them is pure GPU/CPU savings, and on an iGPU it also frees the shared power budget so the game is cooler when you return to playing… - FPS Test Overlay
overlay— Show a movable on-screen panel with live FPS and the measured FPS gain from Intelium. - Compact Overlay
overlay_compact— Show only the title and FPS lines, hiding the benchmark and status lines. - Edit Overlay / Benchmark
overlay_edit— Open edit mode: drag the overlay to reposition it and run the A/B benchmark. - Show Frame Time
overlay_frametime— Add a line with the current and average frame time in milliseconds. Frame time makes small hitches visible that an FPS number rounds away. - Show 1% Low / Min
overlay_lows— Add a line showing the 1% low and minimum FPS over the last few seconds - a measure of stutter. - Particle Burst Limiter
particle_budget— Caps how many new particles may be spawned in a single tick. Ordinary play spawns a handful per tick and never notices this; a TNT chain or a splash-potion volley spawns thousands at once, and every one then costs CPU to tick and GPU to draw for its whole lifetime. Cutting the burst keeps the effect… - Optimization Profile
profile— Max FPS favors peak frame rate (fewer chunk workers). Smooth favors stable frame times while moving and turning (more chunk workers). Balanced is the middle ground. - Render Budget Engine
render_budget— Master switch for Intelium's own culling systems. Unlike every other option here, these do not flip a vanilla setting - they sit in the render path and decide, entity by entity, whether the work is worth doing at all. Turning this off stands all three budgets below down instantly. - Supported GPUs
supported_gpus— Show the full list of supported Intel GPU generations, oldest to newest. - Live Render Tweaks
tune_frame— Master switch for the per-frame tweaks below (entity distance, particles, shadows, biome blend). Your original values are restored when turned off.
Modpacks that include this mod
- Yuno MC+ 84 mods
Requires
| Mod | Needed | Versions |
|---|---|---|
fabric-api |
required | * |
sodium |
required | >=0.8.0 |
Needs Java >=25.
Frequently Asked Questions
What GPUs does Intelium support?
Intelium is designed for systems running Intel integrated graphics (HD Graphics 520 and newer) and Intel Arc discrete graphics.
How does Adaptive Render Distance work?
It temporarily lowers chunk render distance during heavy performance dips to preserve target frame rates, returning to your normal distance when performance recovers.
What does Smart Entity Culling do in Intelium?
It calculates the pixel size of distant entities on screen, omitting tiny dropped items or mobs too small to distinguish.
How can you benchmark FPS gains with Intelium?
Enable the FPS Test Overlay and use Edit Overlay / Benchmark to view live frame rates, frame time graphs, and 1 percent low averages.
Can Intelium limit power draw when paused?
Yes, Menu FPS Limit and Background FPS Limit reduce rendering load while menus or external windows are open.
Download Links
- modrinth.com modrinth.com/mod/intelium-mod
- Source github.com/ATOMGAMERAGA/intelium
- Issues github.com/ATOMGAMERAGA/intelium/issues