FrameGen
frame generation for Minecraft
No RTX. No DLSS. No Vulkan renderer. Any GPU from the last decade.
Your game renders 120 frames. FrameGen at maximum settings will output 960.
The trick
Every real frame gets photographed — colour and depth. On the next frame, instead of rendering the world again, FrameGen takes that photograph and bends it into your new camera position through the depth buffer. Geometry that moved closer gets bigger. Geometry that moved behind something gets occluded. Silhouettes get cut instead of smeared.
It is the same technique VR headsets use to keep you from getting sick when a frame is late. Here it just makes Minecraft fast.
And it extrapolates forward, so it costs you nothing in latency. Not one millisecond. Your camera is exactly as responsive at 8x as at 1x.
What you get
2x → 8x. One slider. Set it where your eyes are happy.
Shaders work. Iris and Oculus, complex shader packs included. 47 real frames became 371 displayed frames in testing with a shader pack running.
HUD caching. Big modded HUD — minimap, waypoints, Jade tooltip, twelve overlays? FrameGen draws it once per real frame and reuses the texture. On a heavy pack this alone was worth 30 fps.
Pause while sprinting. Optional: above a speed you set, generation stands down and hands the whole frame budget back to the real renderer. Clean world while travelling, high frame rate while looking around.
F9 toggles. F10 opens settings. Every option has a tooltip explaining exactly what it does and where it breaks.
What it will not do
Minecraft gives no motion vectors, so entities, particles and water animate at the real frame rate. Your camera is smooth at 8x; a walking cow is not. Above 4x you will see that. Areas uncovered by camera movement were never captured and get approximated.
Requirements
- Minecraft 1.20.1, 1.21.1
- NeoForge, Fabric, Forge
- Client-side only
Supported GPUs
FrameGen uses OpenGL 3.2 core — exactly what Minecraft 1.21.1 already requires — plus framebuffer objects, a floating-point depth texture and instanced drawing, all part of the same generation. There is no vendor path and no fallback path, because none is needed.
If Minecraft 1.21.1 runs on your GPU, FrameGen runs on your GPU.
| Vendor | Supported |
|---|---|
| NVIDIA | GeForce 400 series (Fermi, 2010) and newer — GTX 400/500/600/700/900/10, GTX 16, RTX 20/30/40/50 |
| AMD | Radeon HD 5000 (TeraScale 2, 2009) and newer — HD 5000/6000/7000, R5/R7/R9, RX 400/500/Vega/5000/6000/7000/9000 |
| Intel | HD Graphics 2500/4000 (Ivy Bridge, 2012) and newer — HD/UHD Graphics, Iris/Iris Xe, Arc A- and B-series |
| Apple | M1 and newer, via the OpenGL 4.1 compatibility layer |
For contrast: DLSS Frame Generation requires an RTX 40-series card or newer. AMD Fluid Motion Frames requires RX 6000 or newer and driver-level injection. FrameGen requires a graphics card that can run the game.
Tested on an NVIDIA RTX 5060 Ti, driver 610.88, OpenGL 4.6, Windows 11.