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Alloyium

GPU Embeddium terrain (Compute B'). Cull+Indirect only. Forge 1.20.1 client.

Alloyium

Client-side GPU-driven terrain for Embeddium on Minecraft 1.20.1 / Forge.

Alloyium keeps the portable core of the Nvidium idea—GPU culling, compaction, Indirect MultiDraw—and drops Mesh Shader imitation that only burns bandwidth on OpenGL 4.3. Compute decides what to draw; Embeddium’s static VBO/IBO still holds the vertices (Compute B').

Requirements

  • Minecraft 1.20.1, Forge
  • Embeddium (required)
  • Oculus (Iris) optional — see below
  • License: LGPL-3.0-or-later

How it works

  1. Embeddium builds static terrain meshes (VBO/IBO).
  2. Compute A culls (frustum / cone / optional Hi-Z) and compacts.
  3. Compute B' emits Indirect draw commands only — no vertex-attribute writes.
  4. glMultiDrawElementsIndirect draws Embeddium buffers via baseVertex / firstIndex.

Not a Nvidium replacement. Design target is a realistic uplift over Vanilla + Embeddium (about 1.3–1.6×), not Mesh Shader parity.

Oculus (Iris)

On Forge 1.20.1, shader packs use Oculus (Iris port), not a separate Iris jar.

Alloyium does not hard-disable with Oculus installed. Solid terrain can still use the Indirect path; shadows stay on Oculus. Features may be limited for shader compatibility, and Oculus alone can cost FPS with no pack loaded. If you do not need shaders, removing Oculus is recommended.

Config escape: oculus.irisFallback in config/alloyium-client.toml.

The Alloyium Team

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