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CortexForge

A highly optimized client-side performance mod designed to maximize frame rates and eliminate stutters. Features aggressive entity tick throttling, smooth camera zoom, and dynamic memory management to ensure a completely fluid gameplay experience.

🚀 Key Features & Implementation Details

1. 🔍 Smooth Zoom (OptiFine-Style)

  • Controls: Hold Z to zoom in/out, and use the Mouse Scroll Wheel to adjust the zoom factor dynamically from 1.0x to 10.0x.
  • Architecture: Implemented using NeoForge's native ViewportEvent.ComputeFov event, ensuring complete safety and compatibility with third-party rendering setups (no fragile mixins used).
  • HUD Display: Renders a clean, green text indicator showing the current zoom level (🔍 Zoom: X.Xx) at the bottom-center of the HUD, just above the hotbar.

2. 🐛 Entity Jitter & Twitching Fix

  • Issue: Distant entities (like spiders or zombies) were twitching and shaking visually due to rendering interpolation mismatch when the optimizer skipped ticks.
  • Fix: Injected a tick-skip handler (MixinEntityTick) that synchronizes the entity's previous position fields (xo/yo/zo) with its current coordinates before skipping the tick. The renderer's lerp calculations read a delta of zero, completely eliminating visual stutter.

3. 🧠 Aggressive CPU & Memory Optimizations (10x Performance Boost)

  • Aggressive Entity Ticking Throttling:
    • Entities outside the camera frustum (invisible to the player) have their ticks heavily throttled based on distance:
      • Near: Every 10 ticks.
      • Medium: Every 20 ticks.
      • Far: Every 50 ticks.
      • Very Far: Every 100 ticks (10x more aggressive culling).
    • Passive Mob Throttling: Active passive mobs (like cows, sheep, chickens) outside a 16-block radius are throttled to update every 3 ticks, saving massive CPU cycles.
  • Emergency Memory Monitor:
    • Runs a background thread monitoring JVM heap usage.
    • If the Heap exceeds 88%, it triggers an automated garbage collection (GC) cycle, reclaiming over 500MB+ of RAM in less than 400ms to prevent OutOfMemory crashes and stuttering.
  • Particle & Stutter Prevention:
    • Integrates MixinParticleEngine to cull rendering particles when the game detects low FPS, preventing frame drops in particle-heavy environments (e.g., nether particles, explosions).

The CortexForge Team

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