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[TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated

Performance addon for TaCZ that cuts down CPU and memory usage, bloat, speeds up gun rendering while fixing stability issues. Made with love at BlackRift Studios :]

《▓ TaCZ:Accel ▓》

V1.3.0 | Forge 1.20.1 | NeoForge & Fabric 1.21.1

Powered by Quantified API

《▒ Development Notice ▒》

TaCZ:Accel is still very much a work in progress. Expect bugs, broken rendering or animations, compatibility issues and even performance regressions in some setups. One update might improve things, while the next might make something worse xd.

I'm still learning rendering tech and how to properly design and optimise these systems, and honestly, some parts are still giving me a hard time :L. I'll keep working on fixes and improvements, but for now, please don't expect every build to be perfectly stable or faster than stock TaCZ. Thanks for bearing with me :]

《▒ What It Does ▒》

TaCZ:Accel is a performance addon for TaCZ. It cuts down repeated rendering, animation, attachment, bullet and resource work that really does not need to happen every frame.

Same guns, same animations, same bullet behaviour. Just less CPU and RAM abuse, especially with bigger gunpacks :DDD

Basically TaCZ, except it stops bullying your PC so much xd.

《▒ V1.3.0 ▒》

  • One OmniJar for Forge 1.20.1, NeoForge 1.21.1 and Fabric 1.21.1.
  • GPU resident gun geometry, direct skinning and automatic CPU/GPU selection for supported render paths.
  • Reusable bone, animation, scope and attachment caches without freezing live animation.
  • Cheaper bullet collision checks and fewer temporary hitbox allocations.
  • TaCZ Mesh Loader 0.1.8, newer NeoForge builds and TaCZ Refabricated support.

《▒ Rendering & Animation ▒》

Compatible guns can stay GPU resident instead of rebuilding transformed geometry every frame. Only changing bone data needs updating, while the CPU side reuses stable poses, keyframes, attachments and render lookups.

  • Direct GPU skinning and compact bone palettes.
  • Item frame batching for compatible guns.
  • Nonblocking GPU uploads with safe CPU fallback.
  • Scope geometry caching while keeping TaCZ stencil behaviour.
  • Live Lua animation, visibility and attachment callbacks stay intact.

AUTO is enabled by default. It tests eligible CPU and GPU routes for each model and display context. It is not perfect, but it does not blindly force the GPU just because a gun is big xd.

《▒ Compatibility ▒》

Iris/Oculus shader packs keep their lighting, effects and framebuffer handling. Compatible passes can still use GPU skinning without replacing the pack's whole renderer.

Accelerated Rendering and TaCZ Mesh Loader keep their own renderers too. TaCZ:Accel optimises around them instead of trying to replace everything :L

Arcana underbarrel switching is handled properly as well, with stack specific model selection and live visibility callbacks preserved.

Complementary Reimagined r5.5.1 and Unbound r5.1.1 were tested on Forge. AUTO keeps unlisted shader packs on the native path unless explicitly opted in. The 1.21 ports still need wider shader and gunpack testing.

《▒ Stability Fixes ▒》

  • Clears old model, attachment and render cache data after resource reloads and world changes.
  • Prevents stale render states from being reused between held guns, item frames and GUI rendering.
  • Keeps gun animations and Arcana's stack specific display lookups working through reloads and weapon state changes.
  • Bounds GPU uploads and compression work, with normal TaCZ rendering as a fallback when something is not supported.
  • Updates the QAPI V2.1 integration and removes the old task builder calls that caused linkage crashes.

《▒ Bullets Still Behave Like TaCZ ▒》

Collision checks are cheaper, not different. Travel time, drop, damage, penetration, headshots and player lag compensation still belong to TaCZ.

The replacement clipping path passed 300,000 randomized comparisons, with another 100,000 checks covering non-player bounds. A fresh collision clipping kernel ran at 18.19 ns normally and 13.92 ns with Accel, about 23.4% less CPU time in that microbenchmark.

《▒ Performance ▒》

TestMeasured Result
M38 SPR, direct skinning vs packed CPU24.69% less render tick time, 20.22% less render-thread CPU/frame.
512 M4A1 frame guns vs packed CPU24.497 ms → 12.089 ms render-thread CPU, 50.65% lower.
Reimagined ADS, forced GPU vs CPU compatibility63.16% less render tick time, 51.01% less render-thread CPU/frame.
Unbound scope cache vs native scope44.66% less elapsed time per scope call.

Fresh Stock TaCZ Comparison

1080p M38 idle, stock control against default AUTO. These are the middle results from two pairs, not a guaranteed FPS gain.

MetricNormalAccel AUTOChange
Median frame2.137 ms1.758 ms17.8% lower
Median FPS equivalent46856921.6% higher
P953.632 ms3.083 ms15.1% lower
P994.766 ms4.028 ms15.5% lower
Render CPU/frame2.252 ms1.844 ms18.1% lower

Forge 1.20.1, RTX 3050 Laptop GPU. The two stock comparison pairs ranged from 5.6% worse to 51.7% better, and AUTO chose different routes. These values are measured central results, NOT a dependable 21.6% boost. The tables above also test different render paths, so do not add their percentages together xd.

Older Forge Benchmarks

These are from the older Forge 1.20.1 tests and the old description. Keeping the numbers here for reference, but they were not rerun or revalidated for this current OmniJar. The old detailed hand, shell and stage figures were removed from the current performance report, so do not treat them as current V1.3.0 measurements.

Older TestNormalAccelOld Result
Average frame time2.145 ms1.102 ms48.6% lower
Equivalent FPS46690794.6% higher
First person gun render760.73 µs412.59 µs45.8% lower
Gun model draw656.51 µs362.11 µs44.8% lower
Gun geometry83.95 µs47.00 µs44.0% lower
Buffer flush140.38 µs70.05 µs50.1% lower
Deferred left hand123.23 µs62.06 µs49.6% lower
Deferred right hand31.23 µs18.84 µs39.7% lower
Shell render6.10 µs2.19 µs64.1% lower
Scalar cube compiler0.55 µs0.26 µs52.7% lower
Bullet non-player hitbox check8.56 ns2.10 ns4.08x faster
Hitbox candidate allocation232 B64 B72.41% smaller

Older Accelerated Rendering Paired Test

With Accelerated Rendering's native GPU mesh path already running, the archived paired test reported 8.1% lower P95 frame time, 9.4% lower P99 frame time and a 63.2% shorter worst frame. Average FPS stayed within roughly 3% of the control. These are older test results, not new OmniJar gains.

《▒ Less RAM Waste ▒》

Detached JSON/Lua source bytes can be kept in compressed 32 KiB pages instead of retaining their full raw size. Files are never rewritten, and live parsed objects do not get compressed underneath TaCZ xd.

  • 32 MiB compressed data limit.
  • 8 MiB maximum in-flight compression.
  • Up to 2,048 retained entries with normal fallback and reload invalidation.

In an older test using 1,184 detached JSON/Lua assets, the raw source bytes went from 30,758,670 B to 3,352,979 B after compression, or 89.1% smaller. That is source byte compression, NOT proof of an 89.1% reduction in the live game's RAM usage. This old test has not been rerun for the current OmniJar.

《▒ Quantified API ▒》

Quantified API handles bounded background work such as detached resource compression. Mutable Minecraft/render state stays on the correct thread because throwing OpenGL calls onto random workers and praying is NOT an optimisation :DDD

《▒ Supported Versions ▒》

  • Forge 1.20.1: TaCZ 1.1.8-hotfix
  • NeoForge 1.21.1: TaCZ 1.1.8-hotfix-r7
  • Fabric 1.21.1: TaCZ Refabricated 0.7.1-forge1.1.8-hotfix2

Requires TaCZ and Quantified API V2.1.0 or newer. Fabric also needs Fabric API and TaCZ Refabricated's normal dependencies. Mesh Loader is optional.

Use the same OmniJar on all three targets. Fabric 1.20.1 isn't included.

《▒ Benchmark It Yourself ▒》

Forge: /tacztbench start runs a 30 second capture. Use /tacztbench gpu auto, off, on, instanced or direct to force routes.

For a stock control, launch with -Dtaczt.optimizations.enabled=false and keep the gun, world, camera and settings matched :]

Support BlackRift Studios

《▒ License & Support ▒》

BRSSLA | BlackRift Studios

Found a broken model, animation issue or crash? Send the log, loader version, TaCZ build and gunpack name so I can actually reproduce it :]

Admany | BlackRift Studios | 2026

[TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated Team

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