GpuShift GPU V2 1.3.0 Beta.4 - MC 1.21.1
Curse Maven Snippet
What's new
GpuShift GPU V2 Beta
Highlights
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Added the new GPU Mob Layer for supported adult vanilla passive and neutral mobs.
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Mob animations are prepared on the CPU, while vertex transformations and instanced rendering are handled by the GPU.
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Added automatic batching by model, mesh, and texture to reduce entity draw calls.
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GPU rendering activates for distant mobs when at least four compatible models are visible.
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Added automatic model discovery, mesh caching, bone hierarchy extraction, and safe vanilla fallback.
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Unsupported entities, children, passengers, glowing or invisible mobs, damaged states, custom models, and modded entities remain on the vanilla renderer.
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Vanilla shadows, names, leashes, fire, armor, wool, saddles, and additional render layers remain fully supported.
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Added safe compatibility detection for shader, model, and texture replacement stacks.
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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
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Replaced the basic Auto Tune toggle with a complete Smart Calibration system.
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Detects the current hardware, rendering environment, active resource packs, shader stack, resolution, render distance, and performance bottleneck.
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Tests particle density, entity distance, Block Entity distance, item-frame budgeting, GPU Particles, GPU Mobs, and Adaptive Mode independently.
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Automatically skips tests when the current scene does not contain enough relevant workload.
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Searches for the best combined configuration using up to 16 controlled probes.
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Validates the final recommendation using an alternating
A-B-B-Atest. -
Tracks average FPS, 1% Low, p99 frame time, stability, and result confidence.
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Repeats invalid measurements when the player moves, rotates the camera, opens a screen, changes worlds, or loses window focus.
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Temporarily removes VSync and FPS limits during calibration, then safely restores the original settings.
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Trial settings remain runtime-only until the player presses Apply.
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Added recovery protection for interrupted or crashed calibration sessions.
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Saved calibration results are automatically marked as outdated after significant system or rendering changes.
GPU Mob Lighting Fix
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Fixed GPU-rendered mobs appearing completely black in darkness or when a shader mod was installed without an active shader pack.
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GPU Mob rendering now explicitly binds the vanilla lightmap and overlay textures.
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Added safe restoration of texture bindings and OpenGL state after every GPU batch.
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Added automatic vanilla fallback when required auxiliary textures are unavailable.
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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
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Added safe fallback for shader initialization failures, resource errors, unsupported render types, buffer overflow, and unavailable GPU resources.
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Resource reloads, dimension changes, disconnects, and world changes now clear and rebuild GPU Mob resources safely.
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Added protection against permanent mob disappearance after rendering or shader errors.
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Added support for Sodium and Embeddium rendering environments.
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Added SAFE and FORCE operating modes for GPU Mob rendering.
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Reduced runtime telemetry overhead outside active calibration.
Benchmark Results
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Average FPS improvement: +8.4%
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1% Low FPS improvement: +14.0%
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Frame time improvement: approximately 0.16 ms
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Deep 0.1% Low frame drops did not worsen.
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Results were collected across three clean benchmark cycles and are included in the benchmark graph.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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