onyx-0.2.3-alpha.jar
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What's new
0.2.3-alpha Highlights
* Added the Lag Detective — F3 now tells you exactly why your FPS dipped
* Added lag cause detection: GC pauses, chunk rebuilds, particle storms, entity crowds, server lag, and memory pressure
* Added an honest "external" verdict when the lag isn't Minecraft's fault
* Added world-lag vs render-lag detection — "server tick 68ms, rendering is fine"
* Added the "/onyx lag-detector" command to view your recent lag history
* Added Benchmark Mode — "/onyx benchmark" runs a 30-second measured test in your own world
* Added an automated 360° camera orbit so every benchmark run is comparable
* Added a benchmark results card: average FPS, 1% lows, 0.1% lows, variance, and a smoothness grade
* Added automatic comparison against your previous benchmark from the same spot
* Added benchmark warnings when a comparison is unreliable
* Added a new block-entity rendering engine — chest- and sign-heavy bases run up to 17% faster
* Added batched vertex writing — one buffer operation per cached model instead of thousands of calls
* Added corner deduplication — each cube transforms 8 corners instead of 24 vertices
* Added a memory-churn overhaul — heavy scenes create 27-45% less garbage
* Added zero-allocation particle math, removing the game's single biggest allocation source
* Added zero-allocation occlusion testing
* Added a cross-frame block-opacity cache
* Added automatic OpenGL renderer selection when your renderer is set to "Default"
* Added the "forceOpenGL" config option — an explicit Vulkan choice is always respected
* Added a dedicated "Lows" line to F3 showing your 1% and 0.1% lows
* Added a live GPU usage readout to F3 — it previously always showed 0%
* Added the "f3GpuMeter" config option
* Updated the F3 panel to a clean fixed-size design with a subtle gradient and hairline border
* Updated the commands to "/onyx benchmark", "/onyx lag-detector", and "/onyx reload"
* Updated the mod to display its name as Onyx everywhere in-game
* Fixed brown horses' textures glitching after taking a hit
* Fixed opaque terrain disappearing if terrain multidraw was toggled off mid-session
* Fixed a rare case where a mob emerging from cover could briefly stay hidden
* Fixed the F3 GPU readout showing impossible values above 100%
* Fixed the F3 GPU readout flickering at high frame rates
* Fixed the F3 panel changing size as coordinate and memory values changed
* Fixed the config file pointing to a removed command
* Fixed the block-entity geometry cache to fall back to vanilla rendering instead of ever crashing
* Removed the chunk coordinates line from the F3 overlay
* Removed the light-level line from the F3 overlay
* Removed the targeted-block line from the F3 overlay
* Removed the "/onix stats" developer command
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