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Vault Render Optimization

Client-side Vault Hunters performance: optional GPU entity, item and particle rendering with an in-game benchmark, a settings screen, faster Create, chunks, particles and storage displays.
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The Vault Render Optimization 0.5.2

File namevault_render_optimization.0.5.2.jar
Uploader
HoY82HoY82
Uploaded
Oct 4, 2026
Downloads
25
Size
1.1 MB
Mod Loaders
Forge
File ID
9058701
Type
R
Release
Supported game versions
  • 1.18.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:vault-render-optimization-1637635:9058701")

Learn more about Curse Maven

What's new

The Vault Render Optimization 0.5.2

Stability update for the 0.5 GPU rendering. Recommended for everyone on 0.5.x.

Fixed

  • GPU rendering stays on the render thread: mods that build or upload buffers on their own threads no longer interfere with VRO's GPU work.
  • Block entities and items that show different models in the same frame (for example dynamic or state-dependent models) can no longer borrow another one's geometry.
  • VRO turns its GPU path off instead of running half-hooked when another mod changes the same rendering code, and a lost Oculus hook can no longer delay unrelated drawing.
  • Very large draws that exceed the graphics card's limits stay on the CPU.
  • Several native-memory safety fixes for out-of-memory situations.
  • A very large texture atlas no longer hangs the loading screen (texture stitching falls back to vanilla instead).
  • The GPU self-test no longer fails because of a leftover error from another mod, which could switch GPU rendering off for the whole session.
  • Built-in ImmediatelyFast: a buffer still in use is never freed after the PC sleeps mid-frame.
  • Opening the settings screen with an incompatible Cloth Config shows a message instead of crashing; the particle cache refreshes on resource reload.

Changed

  • Internal code tidy-up with no change in behaviour, and new diagnostics for Oculus' batched entity rendering in /vro gpuentity stats.

Tested on Vault Hunters 3rd Edition Remastered, Asgard and Wolds Vaults, with and without shaders: GPU output matched vanilla exactly. Without shaders VRO measured from about +1% (storage-heavy scene) to +69% (particle-heavy scene) FPS over Compare Mode, with +15% to +29% in the mob scenes.

VRO remains client-only: stop Minecraft, replace the old VRO jar, and keep only one version in your mods folder.

Full technical release details: https://github.com/HoYin1600p/The-Vault-Render-Optimization/releases/tag/v0.5.2