tacz-realscopes-1.0.1.jar
Curse Maven Snippet
What's new
TaCZ: RealScopes Classic — Update 1.0.1
Mod Version:
1.0.1
Minecraft:1.20.1| Forge:47.2.0+
Release File:tacz-realscopes-1.0.1.jar
PLAYER EXPERIENCE & HIGHLIGHTS
Full Multi-Language Localization (28 Languages)
Added complete out-of-the-box localization for 28 languages worldwide (including English, Russian, German, French, Spanish, Simplified Chinese, Japanese, Korean, Ukrainian, and more). All GUI menus, chat messages, command responses, and item tooltips now adapt seamlessly to your client's language.
Higher FPS While Aiming
Aiming down sights (ADS) is significantly smoother and lighter on hardware. The game no longer renders unnecessary terrain or hidden entities behind your back and outside the optic viewport.
Natural Peripheral Vision
Completely removed the artificial background fog and abrupt horizon cutoffs. The surrounding world now stays completely natural and renders at your full view distance (up to 32 chunks) without visual popping or clipping.
Pristine 1024x1024 Lens Clarity
Restored native 1024x1024 render target resolution. Optical sights are crisp, clear, and free from blurriness or pixelation across all ranges.
Consistent Reticle Scale (Second Focal Plane)
Removed experimental reticle scaling (FFP). Reticles and crosshairs maintain their intended proportions and remain razor-sharp across all magnification levels.
Keybind Fix
The configuration and administration menu is no longer bound to the K key. Open the settings menu anytime using /pip gui or /pip menu.
PERFORMANCE & STABILITY
- Directional Entity Culling: Entities located behind the camera plane are immediately culled from the secondary PiP render pass instead of forcing all loaded world entities to process.
- Eliminated ADS Micro-Stutters: Removed repetitive terrain rebuild calls that were stalling chunk workers in Sodium and Embeddium during scope transitions.
- Crash & Artifact Prevention: Removed an unsafe chunk compilation override that could cause crashes or missing polygon artifacts on uncompiled world sections.
- Entity Culling Cleanup: Removed per-entity reflection lookups from the rendering loop. Compatibility toggles are now handled globally with zero frame overhead.
TECHNICAL BREAKDOWN
1. True Frustum Culling (GameRendererMixin)
- The Root Cause: In vanilla Minecraft,
GameRenderer.renderLevelevaluatesMath.max(fov, options.fov), feeding the player's 70°+ FOV intogetProjectionMatrix(). The PiP mixin previously inherited this wide angle, constructing a 70° frustum that prevented Embeddium and vanilla culling from pruning off-screen geometry. - The Solution: Implemented
getScopeFov()which builds the perspective projection matrix strictly from the calculated angular scope cone (5°–12° depending on zoom factor). The secondary pass now automatically culls 85%–90% of off-screen and rear chunks.
2. Directional Entity Culling (EntityMixin)
- Replaced unconditional
cir.setReturnValue(true)inEntity.shouldRender(DDD). - Calculated camera look-vector dot product:
- Vector:
(entity.position - camera.position) - When
dot(direction, camera.lookVector) <= 0.0, the entity is behind the camera plane and immediately culled. - Entities beyond 512 blocks are dropped immediately.
- Forward targets bypass vanilla's 64-block cap for high-magnification sniper optics.
- Vector:
3. Cleanup of Mixins & Reflection (LevelRendererMixin, EntityCullingCompat, LpvoConfig)
LevelRendererMixin:- Removed
onIsChunkCompiledoverride which forced uncompiled chunks to report as ready. - Removed
onRenderEntityHeadreflection call (EntityCullingCompat.uncull).
- Removed
EntityCullingCompat: Stripped unused reflection fields anduncull()method. Global state suppression remains active viasuppressEntityCulling()andrestoreEntityCulling().LpvoConfig: Removed dead legacy subclassLpvoSetting.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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