genesis-core-26.1-1.0.1.jar
Curse Maven Snippet
What's new
🔧 Version 1.0.1 (2026-10-02) — Frame Breakdown & Neural Rendering Support
- Target Platform: Minecraft 26.1 · NeoForge 26.1.0.19-beta+ · Java 25 · Required by Genesis: Neural Rendering 0.1.0-alpha
- Summary: A measurement update. Core can now tell where every frame's time goes, which Genesis: Neural Rendering uses for its Automatic modes and frame-cost readout. Nothing changes in play unless something asks for the measurements.
- 📊 Frame Breakdown (on demand):
- Splits each frame into its parts (world preparation, chunk visibility, chunk rebuilds, chunk uploads, light updates, terrain, entities, particles, sky, Genesis effects, Neural Rendering, HUD, ticks, presentation, waiting) on the processor and, through GPU timestamps, on the graphics card. Sodium's own markers and its GPU wait are recognized.
- Each Genesis effect is timed on its own, on the CPU and the GPU.
- Stutter frames are traced to the parts of the frame that grew.
- Off until a mod asks for it; with nobody asking, frames run exactly as before.
- ⏱️ Benchmark Report: the result screen and the saved JSON now list the costliest parts of the frame.
- 🧠 Neural Rendering on the Settings Hub: the hub has a Neural Rendering family entry for the new mod.
- 🗑️ Garbage-Collector Hint: when Java's garbage collector pauses the game for 8 ms or more and ZGC is not in use, the performance card suggests
-XX:+UseZGC(measured on the same flight: G1 paused 100 times for 1478 ms in total, ZGC 76 times for 2 ms, at the same frame rate). - ✅ Compatibility: fully additive; Genesis: Horizon 1.0.0 and Genesis: Atlas 1.3 work unchanged.
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