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DLSS STYLE

This is just my take on making Ground up DLSS to minecraft this is NOT DLSS port but works like it.
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DLSS STYLE V1.3.6

File namedlss-style-mc1.21.3-1.3.6.jar
Uploader
scallydragonscallydragon
Uploaded
Sep 5, 2026
Downloads
5
Size
189.6 KB
Mod Loaders
NeoForge
File ID
8812686
Type
R
Release
Supported game versions
  • 1.21.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:dlss-style-1649408:8812686"

Learn more about Curse Maven

What's new

DLSS Style 1.3.6


Fixed

A large frame rate gain with shader packs. The shadow pass was being copied to memory every frame so it could be reused later — but it can only be reused when the camera is holding still, so while you moved, the copy was pure cost that was never repaid. It now only copies when the copy can actually be used. Measured at close to double the frame rate standing still and turning.

Shadows no longer flicker on the ground when you stop moving. The moment you stopped, the mod could reuse a shadow pass saved from before you walked — so the ground was briefly lit by shadows belonging somewhere else, then snapped back. A reused shadow pass now has to come from the most recent one rendered.

More shadow passes are reused than before. How many can be skipped depends on how often the world is redrawn, which Real Frames changes. The mod assumed a fixed rate instead of measuring it, and on many setups that left it reusing far fewer than it could.

Memory is no longer leaked while you play. Entity and block-entity culling kept a record of every entity it had ever hidden and never released any of it, so memory use climbed for as long as the world stayed loaded.

Dynamic resolution reacts at the same speed at any frame rate. It counted frames rather than time, so it corrected ten times slower at 20 fps than at 200 — slowest exactly when you needed it most.

Texture sharpness no longer switches itself off. If the sharpness setting failed to apply once, it was never applied again for the rest of the session, silently, with nothing to tell you it had stopped.

A failed frame no longer breaks everything drawn after it. If Real Frames hit a problem partway through a frame, it could leave the game's rendering in a bad state — affecting the interface and every frame that followed.

Fast turns no longer smear the edge of the screen. Turning quickly reveals part of the world that was never in the last drawn frame. The mod used to stretch the screen edge to cover the gap; it now draws those frames properly. The Maximum Turn setting controls this, and was previously doing nothing at all.

Smoother pacing when Real Frames changes rate. Switching between rates could make the world appear to step unevenly for a moment.


Changed

Real Frames works out what it can afford by measuring. It now measures what a drawn frame and a generated frame each actually cost, and uses that to decide how often the world needs redrawing — instead of a fixed rule that did not describe what the renderer does. On machines with headroom it will use the setting you chose rather than quietly refusing it.

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