mcmodwiki
Mods › SmoothGL

SmoothGL

Honest micro-stutter fixes for 1.21.4 Fabric: frame pacer, raycast occlusion, entity/particle/name-tag/beacon culling, GC watcher, JIT warmup, network input-lag tuner, adaptive auto-tuner, real-time stutter profiler with telemetry HUD. Честные фиксы микро

11 config settings

Build 0.6.0+smoothgl · checked 13 September 2026

Guides

Config

  • Always Defer Chunk Updates always_defer_chunk_updates — If enabled, rendering will never wait for chunk updates to finish, even if they are important. This can greatly improve frame rates in some scenarios, but it may create significant visual lag where blocks take a while to appear or disappear.
  • Animate Only Visible Textures animate_only_visible_textures — If enabled, only the animated textures which are determined to be visible in the current image will be updated. This can provide a significant performance improvement on some hardware, especially with heavier resource packs. If you experience issues with some textures not being animated, try disabli…
  • Chunk Update Threads chunk_update_threads — Specifies the number of threads to use for chunk building and sorting. Using more threads can speed up chunk loading and update speed, but may negatively impact frame times. The default value is usually good enough for all situations.
Show all 11 settings
  • CPU Render-Ahead Limit cpu_render_ahead_limit — For debugging only. Specifies the maximum number of frames which can be in-flight to the GPU. Changing this value is not recommended, as very low or high values may create frame rate instability.
  • Leaves leaves_quality — Controls whether leaves will be rendered as transparent (fancy) or opaque (fast).
  • Use Block Face Culling use_block_face_culling — If enabled, only the faces of blocks which are facing the camera will be submitted for rendering. This can eliminate a large number of block faces very early in the rendering process, which greatly improves rendering performance. Some resource packs may have issues with this option, so try disabling…
  • Use Entity Culling use_entity_culling — If enabled, entities which are within the camera viewport, but not inside of a visible chunk, will be skipped during rendering. This optimization uses the visibility data which already exists for chunk rendering and does not add overhead.
  • Use Fog Occlusion use_fog_occlusion — If enabled, chunks which are determined to be fully hidden by fog effects will not be rendered, helping to improve performance. The improvement can be more dramatic when fog effects are heavier (such as while underwater), but it may cause undesirable visual artifacts between the sky and fog in some…
  • Use No Error Context use_no_error_context — When enabled, the OpenGL context will be created with error checking disabled. This slightly improves rendering performance, but it can make debugging sudden unexplained crashes much harder.
  • Use Persistent Mapping use_persistent_mapping — For debugging only. If enabled, persistent memory mappings will be used for the staging buffer so that unnecessary memory copies can be avoided. Disabling this can be useful for narrowing down the cause of graphical corruption. Requires OpenGL 4.4 or ARB_buffer_storage.
  • Vignette vignette — If enabled, a vignette effect will be applied when the player is in darker areas, which makes the overall image darker and more dramatic.

Requires

ModNeededVersions
fabric-block-view-api-v2 required *
fabric-renderer-api-v1 required *
fabric-rendering-data-attachment-v1 required *
fabric-rendering-fluids-v1 required >=2.0.0
fabric-resource-loader-v0 required *

Frequently Asked Questions

What does block face culling do in SmoothGL?

Enabling Use Block Face Culling removes polygons facing away from the camera early in the rendering process, reducing the total geometry submitted to your GPU.

Why are some textures not animating with SmoothGL active?

When Animate Only Visible Textures is switched on, animations are suspended for off-screen blocks, which can be turned off if certain animated tiles fail to update correctly.

How does entity culling improve performance?

Use Entity Culling checks existing chunk visibility data and stops rendering creatures or mobs located within hidden chunks outside the camera viewport.

What happens when you enable Always Defer Chunk Updates?

The game renders frames immediately without waiting for chunk building to finish, boosting smoothness while occasionally causing brief delays in block visibility.

Does fog occlusion affect underwater rendering?

Yes, Use Fog Occlusion skips rendering chunks fully obscured by heavy fog or murky water to conserve rendering resources.

Download Links

Mods › SmoothGL