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ZakoOpt

Client-side optimization addon for Sodium. Up to +80% FPS at busy spawns and over 3x FPS on mob farms, with smoother 1% lows. Works with Lithium, ImmediatelyFast and Iris.
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Description

ZakoOpt

Client-side optimization addon for Sodium. ZakoOpt targets the places where Sodium alone still struggles: crowded spawns full of players, mob farms with spawners and pistons, particle-heavy scenes and the HUD.

Demo

ZakoOpt before / after

Left: Sodium + Lithium + ImmediatelyFast. Right: the same plus ZakoOpt. Same replay, same moment.

Results

Same game session and same ReplayMod recordings, so every pass shows exactly the same scene. Each mode was measured over 4 runs, and the mod was switched on and off within the session.

Scene FPS without → with 1% low without → with
Busy spawn (~55 players) 549 → 993 (+81%) 344 → 570 (+66%)
Mob farm (mobs, spawners, pistons, particles) 125 → 438 (+251%) 66 → 190 (+190%)
Flying over the world 1346 → 2426 (+80%) 761 → 1214 (+60%)

With Iris + Complementary Reimagined shaders: spawn +65%, mob farm +115%, flying +57% FPS.

Baseline: Sodium 0.8.14 + Lithium 0.21.4 + ImmediatelyFast 1.14.3. Ryzen 9 7950X3D, RTX 5080, 854×480. Your numbers will differ with hardware and resolution. The more entities, block entities and particles on screen, the bigger the gain.

What it does

Entities and players

  • Entity LOD: beyond a set distance, mobs and players skip armour, held items, capes and the outer skin layer.
  • Player skin atlas: skins are packed into one texture, so the crowd draws in fewer batches.
  • Item LOD: dropped items far away are simplified.

Block entities and farms

  • Spawners: far spawners stop drawing the mob inside and spin once per tick. Near spawners are cached.
  • Piston-moved blocks: geometry is cached, and lighting is flat.
  • Signs, chests and other block entities: lookups are cached per tick.

Particles

  • Particle light is computed once per tick, and particle physics is simplified.
  • Particle LOD.
  • Particles and their vertices are built on several threads.

Rendering pipeline

  • A ring vertex buffer with no extra memory copies.
  • One GPU fence per frame.
  • Fewer framebuffer binds and clears.
  • The entity outline pass is skipped when nothing glows.

Interface

  • The HUD and animated GUI items redraw at monitor refresh rate instead of every frame.
  • Text layout is cached.

Every optimization has its own toggle.

Settings

Everything is in Video Settings → ZakoOpt (Sodium's options screen):

  • Enable all turns every optimization on or off in one click.
  • Each optimization has its own toggle and a tooltip explaining what it changes.
  • Distance sliders set the entity, item and spawner LOD.

Settings are saved in config/zakoopt.json.

Requirements

Works with:

  • Lithium
  • Sodium Extra
  • Reese's Sodium Options
  • Iris shaders. With a shaderpack on, one vertex-buffer optimization switches itself off automatically.

Client-side only: no server install needed, and it works on any server.

FAQ

Does it change how the game looks? Only the LOD options do, and only at a distance. Each one can be turned off or have its distance raised, for example for high resolutions.

Is it safe on servers with anti-cheat? ZakoOpt only changes rendering and sends nothing to the server.

Found a bug or a crash? Send the crash report or latest.log to the author via Telegram.

ZakoOpt Team

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