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FramePool

Reuses entity render states between frames to reduce client allocation churn and garbage-collection stutter.

FramePool

FramePool is a lightweight, client-side performance mod for Minecraft 1.21.11 using Fabric. It reduces memory allocation and garbage-collection stutter by reusing temporary entity render states after each completed frame.

Minecraft normally creates new render-state objects for visible entities every frame. In crowded areas—such as multiplayer hubs, villages, mob farms, and entity-heavy modpacks—this can generate thousands of short-lived objects every second. FramePool safely retains and reuses these objects, reducing unnecessary pressure on Java’s garbage collector.

FramePool does not remove entities, lower visual quality, reduce animations, alter simulation distance, or change gameplay. Each renderer receives an isolated pool, states are never reused before their frame finishes, retained memory is capped, and pools are cleared during resource reloads. Third-party entity renderers are skipped by default for safer mod compatibility.

The mod is designed to complement Sodium, ImmediatelyFast, entity-culling mods, Dynamic FPS, and other optimization mods because it targets a different part of Minecraft’s rendering process.

Features

  • Reduces entity render-state allocations
  • Helps reduce GC-related frame-time spikes
  • Most beneficial in areas containing many visible entities
  • No visual-quality or gameplay changes
  • Conservative compatibility mode enabled by default
  • Configurable state-retention limit
  • Optional reuse statistics
  • No Fabric API dependency

Installation

Install FramePool in your client instance’s mods folder alongside Fabric Loader.

FramePool is client-side only. Do not install it on the server.

Requirements

  • Minecraft 1.21.11
  • Fabric Loader 0.19.3 or newer
  • Java 21 or newer
  • Fabric API is not required

Performance improvements depend on the number of visible entities, frame rate, hardware, Java configuration, and other installed mods. Quiet scenes may show little difference, while entity-heavy environments should benefit the most.

The FramePool Team

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