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Genesis: Neural Rendering

More FPS for Minecraft: NVIDIA DLSS upscaling, DLSS Frame Generation, AMD FSR 3.1 frame generation and an experimental 3x/4x generator, with Automatic modes that turn on only when they help. Alpha. Requires Genesis: Core.
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genesis-neural-26.1-0.1.0-alpha.jar

File namegenesis-neural-26.1-0.1.0-alpha.jar
Uploader
ArystonAryston
Uploaded
Oct 1, 2026
Downloads
2
Size
44.9 MB
Mod Loaders
NeoForge
File ID
9031544
Type
A
Alpha
Supported game versions
  • 26.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:genesis-neural-rendering-1721535:9031544"

Learn more about Curse Maven

What's new

🧪 Version 0.1.0-alpha (2026-10-02) — First Public Alpha

  • Target Platform: Minecraft 26.1 · NeoForge 26.1.0.19-beta+ · Java 25 · Windows 10/11 64-bit · Requires Genesis: Core 1.0.1+ · Works with Sodium 0.8.9, Genesis: Horizon 1.0.0+ and Genesis: Atlas 1.3
  • Summary: The first public build of Genesis: Neural Rendering: DLSS upscaling and three kinds of frame generation for Minecraft Java, with Automatic modes and an optional frame-cost readout. Everything is off by default.
  • 🔍 DLSS Super Resolution:
    • DLAA, Quality, Balanced, Performance and Ultra Performance; Sharp (transformer) and Fast (CNN) models.
    • Only the world is upscaled; HUD, chat and menus stay at full resolution. The first-person hand is masked for DLSS.
    • Depth and motion vectors from Minecraft's own frame.
  • 🎞️ Frame Generation:
    • NVIDIA DLSS Frame Generation 2× with NVIDIA Reflex (RTX 40/50).
    • AMD FSR 3.1 Frame Generation 2×.
    • Genesis Multi-Frame Generation 3× / 4× (experimental).
    • Pauses in menus and while minimized; with V-Sync on, the presented frames follow the screen's refresh rate.
  • 🤖 Automatic Modes:
    • Automatic DLSS: steps down only when the GPU is the limit; off when the processor is (Sodium's GPU wait counted as GPU time).
    • Automatic frame generation: 2× below 80 % of the refresh rate, off at 90 %, decided by short measured trials.
  • 🎛️ Settings: Neural Rendering page on the Genesis settings hub, live switching, F9/F10 keys (rebindable), optional info line and frame-cost readout (CPU/GPU time, costliest parts of the frame, 1 % lows, stutters, Reflex latency).
  • 🛡️ Stability: Every combination was put through 32 automatic in-game actions (fullscreen ↔ window, resizing, minimizing, alt-tab, F3, chat, inventory, pause menu, settings, leaving and joining worlds, the Nether, resource-pack reload, render distance, V-Sync, frame-rate limits, GUI scale) with DLSS + NVIDIA 2×, DLSS + AMD FSR 2× and Genesis 3×: no failures in the final round. On Intel integrated graphics the mod stays off instead of freezing.
  • 📏 Measured cost (RTX 4050 Laptop, 1080p, DLSS Quality): Neural Rendering's own work is about 0.3–0.8 ms of processor time per frame; the DLSS model about 1.7 ms of GPU time.
  • ⚠️ Known limitations:
    • Tested in depth on one machine only (RTX 4050 Laptop). AMD Radeon, Intel Arc and RTX 20/30/50-series cards are untested.
    • DLSS Frame Generation does not generate frames while the game window is in the background (NVIDIA's behaviour).
    • Shader packs (Iris/Oculus) are not supported.
    • Windows only.

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