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GpuShift

Improves optimization by offloading CPU processes to the GPU
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GpuShift GPU V2 1.3.0 Beta.4 - MC 1.21.1

File namegpushift-gpu-v2-beta-universal-1.21.1-1.3.0-beta.3.jar
Uploader
orferorfer
Uploaded
Jul 22, 2026
Downloads
196
Size
799.0 KB
Mod Loaders
FabricNeoForge
File ID
8483180
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:gpushift-1533254:8483180"

NeoForge

implementation "curse.maven:gpushift-1533254:8483180"

Learn more about Curse Maven

What's new

GpuShift GPU V2 Beta 

Highlights

  • Added the new GPU Mob Layer for supported adult vanilla passive and neutral mobs.

  • Mob animations are prepared on the CPU, while vertex transformations and instanced rendering are handled by the GPU.

  • Added automatic batching by model, mesh, and texture to reduce entity draw calls.

  • GPU rendering activates for distant mobs when at least four compatible models are visible.

  • Added automatic model discovery, mesh caching, bone hierarchy extraction, and safe vanilla fallback.

  • Unsupported entities, children, passengers, glowing or invisible mobs, damaged states, custom models, and modded entities remain on the vanilla renderer.

  • Vanilla shadows, names, leashes, fire, armor, wool, saddles, and additional render layers remain fully supported.

  • Added safe compatibility detection for shader, model, and texture replacement stacks.

  • Added GPU Mob settings, status information, capture counters, fallback counters, batch counts, instance counts, and draw-call statistics to the GPU V2 interface.

Smart Calibration

  • Replaced the basic Auto Tune toggle with a complete Smart Calibration system.

  • Detects the current hardware, rendering environment, active resource packs, shader stack, resolution, render distance, and performance bottleneck.

  • Tests particle density, entity distance, Block Entity distance, item-frame budgeting, GPU Particles, GPU Mobs, and Adaptive Mode independently.

  • Automatically skips tests when the current scene does not contain enough relevant workload.

  • Searches for the best combined configuration using up to 16 controlled probes.

  • Validates the final recommendation using an alternating A-B-B-A test.

  • Tracks average FPS, 1% Low, p99 frame time, stability, and result confidence.

  • Repeats invalid measurements when the player moves, rotates the camera, opens a screen, changes worlds, or loses window focus.

  • Temporarily removes VSync and FPS limits during calibration, then safely restores the original settings.

  • Trial settings remain runtime-only until the player presses Apply.

  • Added recovery protection for interrupted or crashed calibration sessions.

  • Saved calibration results are automatically marked as outdated after significant system or rendering changes.

GPU Mob Lighting Fix

  • Fixed GPU-rendered mobs appearing completely black in darkness or when a shader mod was installed without an active shader pack.

  • GPU Mob rendering now explicitly binds the vanilla lightmap and overlay textures.

  • Added safe restoration of texture bindings and OpenGL state after every GPU batch.

  • Added automatic vanilla fallback when required auxiliary textures are unavailable.

  • Added the new fallback status: AUX_TEXTURES_UNAVAILABLE.

  • Added a one-time log confirmation when the mob shader, texture, lightmap, and overlay bindings are ready.

Stability and Compatibility

  • Added safe fallback for shader initialization failures, resource errors, unsupported render types, buffer overflow, and unavailable GPU resources.

  • Resource reloads, dimension changes, disconnects, and world changes now clear and rebuild GPU Mob resources safely.

  • Added protection against permanent mob disappearance after rendering or shader errors.

  • Added support for Sodium and Embeddium rendering environments.

  • Added SAFE and FORCE operating modes for GPU Mob rendering.

  • Reduced runtime telemetry overhead outside active calibration.

Benchmark Results

  • Average FPS improvement: +8.4%

  • 1% Low FPS improvement: +14.0%

  • Frame time improvement: approximately 0.16 ms

  • Deep 0.1% Low frame drops did not worsen.

  • Results were collected across three clean benchmark cycles and are included in the benchmark graph.

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