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Tessera

Tessera is a focused, performance-first VRAM optimization engine GPU-native using BC7 format
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0.2.0+1.21.1

File nametessera-0.2.0+1.21.1.jar
Uploader
BichalBichal
Uploaded
Oct 2, 2026
Downloads
10
Size
1.1 MB
Mod Loaders
NeoForge
File ID
9037849
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tessera-1643537:9037849"

Learn more about Curse Maven

What's new

Tessera v0.2.0 (1.21.1) Changelog

A rebuilt compression engine: the whole block atlas is now compressed (animations included), with no launch flags, on every Java 21+ install.

Requires Celeris 0.1.0 or newer.


Key Features & Changes

  • In-Place Atlas Compression: Atlases are re-encoded to BC7 right after vanilla uploads them, with their full mip chain. UVs, chunk meshing, lighting and shaders are untouched, so it works alongside other rendering mods.
  • The Block Atlas Is Compressed Too: Previously skipped because of animated sprites. Water, lava, fire and every other animation keep playing on the compressed atlas: frames are written as BC blocks, keyframes are cached, and the smallest mip levels are patched block by block.
  • New Native Bridge (JNI, no flags): The native encoder now loads on plain Java 21 without --enable-preview, and copies nothing between Java and native code. Bundled for Windows x86_64, Linux x86_64 and Linux AArch64 (glibc 2.17+), built from source in CI.
  • Pure-Java Fallback Encoder: On any other platform, or if the native library can't load, Tessera keeps compressing with its own Java BC7/BC1 encoder instead of turning off.
  • No More Fringes: Transparent pixels are colour-bled before encoding, fixing white/grey pixels on seagrass, cutout blocks and some GUI buttons.
  • Off the Render Thread: Encoding runs in the background; only the GPU upload happens on the render thread, so resource reloads no longer stall the game.
  • Disk Cache: Compressed atlases are cached on disk (size-capped, least recently used entries evicted), so unchanged atlases aren't re-encoded on the next launch.
  • Developer API: AtlasCompressEvent.Pre (cancel, or choose BC7/BC1 per atlas) and AtlasCompressEvent.Post (bytes saved and resident) are now actually fired.

Fixes

  • The F3 overlay no longer adds up savings on every reload or quality change (15 MB → 30 MB → 45 MB…).
  • The VRAM budget now uses the real GPU memory and tracks Tessera's total, instead of checking each atlas alone.
  • The compression quality setting is now applied (it was ignored).
  • BC1 flat blocks no longer turn transparent black in some colours.
  • Native memory leak on resource reload fixed.
  • Changing quality settings no longer reuses stale entries from the disk cache.

Removed

  • The disableAnimationsAtlases and dedupSkipDuplicateEncoding config options (animations no longer need to be frozen to compress an atlas).

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