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Axyon ( Fabric )

The performance engine that changes everything — except your game.
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onyx-0.7.5-alpha.jar

File nameonyx-0.7.5-alpha.jar
Uploader
Loki91Loki91
Uploaded
Jul 22, 2026
Downloads
15
Size
133.4 KB
Mod Loaders
Fabric
File ID
8490076
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:onyx-fabric-1617548:8490076"

Learn more about Curse Maven

What's new

0.7.5-alpha Highlights

  • Added the terrain engine to the Vulkan renderer — batched draw submission now runs in Vulkan-native indirect form, with draw commands living on the GPU and re-issued in a single call when nothing changed
    • With it, Onyx now beats vanilla-Vulkan in ALL six benchmark scenes — up to +752 FPS in varied builds, +69% in mob crowds, and the last vanilla-led scene (caves) flipped to an Onyx win
  • Added compact 16-byte terrain vertices on Vulkan — median-verified gains of +9% in open terrain, +12% in varied builds, and +15% at max render vistas, on top of Vulkan already being ~2x OpenGL
  • Updated the terrain engine to pick the right draw-submission form for the graphics device automatically
  • Added experimental chunk-update pacing ("uploadPacing" in the config, off by default) — spreads big chunk-loading bursts across a few frames instead of letting them land in one
    • When a batch of chunks arrives, up to 200 mesh rebuilds could hit a single frame — that one long frame is the stutter you feel even at high FPS; pacing caps acceptance at 32 per frame and the rest simply wait a frame or two
    • Measured 25% faster worst-frames in the chunk-loading flight test, with block-breaking always exempt so your own edits never wait
  • Fixed the terrain engine wasting render time in small scenes — its per-frame lookup table was being wiped at full size every frame, so a cave paid the cost of a mountain vista
    • Found by profiling the one scene vanilla still led; the fix turned that scene into a win and made every other scene faster too
  • Updated the F3 panel's GPU and CPU meters to show steady rolling averages instead of fast-flickering snapshots — the number now means "what you're actually using"
  • Added a frame time line to the F3 panel — your current and 10-minute-average frame time in milliseconds, computed from the exact same measurements as the FPS lines so the two can never disagree
  • Updated the F3 TPS line to label its milliseconds number "tick" — it is the server's time to simulate one game tick (50ms is the budget), not a frame time
  • Updated the benchmark methodology (1.2) — random ticks frozen and stray items purged in test scenes, so every published number is now a median of deterministic, repeatable runs

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