VRAM Tweak

VRAM Tweak is a mod that reduces the amount of GPU VRAM used by games.
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Description

VRAM Tweak

Save up to 2.5 GB VRAM. No shader edits. No resource pack changes.

VRAM Tweak intercepts GPU texture creation at the engine level — capping oversized atlases, downscaling depth buffers, limiting animation frames, and dynamically adjusting render distance under memory pressure. Works alongside Sodium & Iris without touching their code.


✨ What It Does

Feature How It Works Impact
Atlas Size Cap Clamps GpuDevice.createTexture() W/H ≤ maxAtlasSize Saves ~240 MB per 16384→4096 atlas. 26 caps/session.
Depth Downscale D32_FLOAT → D16_UNORM shadow maps Cuts shadow map VRAM in half. 10×/session.
Format Downscale RGBA16F → RGBA8 color buffers ~50% VRAM on color targets. Requires heavy shader packs.
Shadow Map Cap Limits shadow map resolution ≤ 4096 Prevents extreme shadow allocation from mods.
FSR CAS Sharpening AMD Contrast Adaptive Sharpening post-process Zero VRAM cost, recovers visual detail.
VRAM Governor Auto-lowers render distance when VRAM exceeds threshold Prevents out-of-memory crashes.
Particle Limit Global particle count safety net Prevents particle spam from bloating VRAM.
Animation Limit Caps animated texture frame count Reduces memory for animated textures.
Budget Tracking Per-frame VRAM polling + configurable alert threshold Early warning before stuttering.
HUD Overlay Real-time FPS/VRAM%/atlas stats/budget Independent toggles for each metric.

📊 Real Results

Hardware: AMD R5 5600 + 32GB DDR4 + RX 6650 XT 8GB
Software: MC 26.2 + Sodium 0.9.0 + Iris 1.11.1 + EXTREAL resource pack + Spring v2 shaders

Before vs After

Before After
VRAM Peak 7820 / 8192 MB (95.4%) 4728 / 8192 MB (57.7%)
Stability Frequent stuttering near limit 0 budget warnings — smooth & playable

Session Stats

Metric Count
Atlas caps 26 (6 atlases from 16384px→4096px)
Depth downscales 10 (D32→D16 shadow maps)
Budget warnings 0
VRAM saved ~2.5 GB (95.4% → 57.7%)

Resource Pack & Shader Compatibility

  • EXTREAL resource pack (paid resource pack, 16384px atlases) — fully compatible, atlases capped to 4096px with minimal visual loss
  • Spring v2 shaders (shaders) — fully compatible, depth downscales work with shadow maps
  • Universal: works with ANY resource pack and shader that uses standard Minecraft texture loading

If you can see it in-game, this mod can optimize its VRAM usage.


📦 Requirements

Dependency Type Version
Sodium Hard 0.9.0
Iris Soft 1.11+ (shader compatibility)
Cloth Config Soft 26.2+ (GUI)
ModMenu Soft 20.0+ (config button)

Platform: Windows, Linux | Java: 25+


⚙️ Quick Start

  1. Install Fabric for Minecraft 26.2
  2. Install Sodium For 26.2 , If you install Iris, Sodium must be version 0.9.0, because Iris is not compatible with versions higher than 0.9.0. For 1.21.11 , Sodium must be version 0.8.13-beta-1, because Iris is not compatible with versions higher than 0.8.13-beta-1.If you don't use Iris, there may be no restrictions.
  3. Install Cloth Config API
  4. Install Iris this is optional
  5. Drop vram-tweak-x.x.x.jar into mods/
  6. Launch — Open Mod Menu → VRAM Tweak → Enable features

Everything defaults to OFF — you choose what to enable.
Restart the game after toggling features for full effect.

Recommended Config for 4-6 GB GPUs

{
  "vram": { "enabled": true, "depthDownscale": true, "budgetTracking": true },
  "texture": { "atlasSizeLimit": true, "maxAtlasSize": 4096 },
  "governor": { "enabled": true, "minDistance": 6 },
  "particle": { "enabled": true, "maxParticles": 2000 },
  "cas": { "enabled": true, "sharpness": 0.8 }
}

🔧 Commands

/vramtweak stats      — VRAM + FPS report in chat
/vramtweak dump       — Full diagnostic to disk (for bug reports)
/vramtweak hud        — Toggle HUD overlay
/vramtweak benchmark  — Quick VRAM stress test (requires open world)

🔍 How It Works

VRAM Tweak uses Mixin injection to intercept GPU texture creation at the Blaze3D engine level — the same layer Sodium and Iris use. No coremods, no ASM, no native code.

  1. Texture creationGpuDevice.createTexture() is intercepted to cap atlas sizes, downscale formats, and track allocations.
  2. Frame renderingGameRenderer.render() hooks collect FPS/VRAM stats and apply CAS sharpening.
  3. VRAM pressure → Per-second polling of GL_ATI_meminfo or GL_NVX_gpu_memory_info triggers dynamic render distance reduction.

💡 Tips

  • For high-res resource pack users: Enable atlasSizeLimit — this is the single biggest VRAM saver
  • For shader users: Enable depthDownscale — shadow maps are a major VRAM consumer
  • For 4-6 GB GPUs: Enable governor as a safety net against out-of-memory crashes
  • Verification logs: Enable diagnostic.verificationLog to see before/after for each optimization in logs/vram-tweak/

🐛 Reporting Issues

Attach the diagnostic dump:

/vramtweak dump

This creates a file in logs/vram-tweak/ with GPU info, config snapshot, and session stats. Include latest.log snippets showing [VRAM-Tweak] messages.


Zero mod conflicts. Zero shader patches. Just VRAM savings.


If you want to know more about it,please read this:README

The VRAM Tweak Team

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