Alright, i did not expect my post about a fun shader experiment to see ~1M+ people. However it did, and so very many people want it. So here is a fabric mod which made my m4 max run minecraft at ~1,000 fps at 5k 120hz. github.com/noahdunnagan/mcop…

Oct 4, 2026 · 6:48 PM UTC

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For the curious about how it works: MC renders through a swappable graphics backend. On Mac that's OpenGL by default, which Apple deprecated years ago, so every call gets translated to Metal under the hood. That translation costs performance. What I did isn't shockingly new: I built a rendering engine that plugs into that backend and talks to Apple's native Metal directly, with no translation layer. On top of that, Sodium's ~2,000 draw calls a frame get collapsed into just a few. Then there's occlusion culling so the GPU skips anything hidden behind terrain it's already drawn. I also learned that Apple GPUs are also tile-based, so each render pass is arranged in a way that keeps its data in fast on-chip tile memory instead of writing it out to RAM and reading it back between passes. This isnt super complex but when you arrange a few core concepts together in a specific way it turns out its pretty performant! I'm actually also in the works for a custom version of sodium from scratch which is showing to be roughly ~30% faster by default.
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I also left a bit of *inert and inactive* metalfx (dlss but apple) code in there as i wanted to see what it did. Didnt get much of a benefit so i have it off by default. This does not use any frame gen
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Sort replies: Relevant Recent Liked
Replying to @itsnoahd
hmmm average performance on m5 pro is between 2900~3300
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Is this native or with the mod?
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Replying to @itsnoahd
8k likes on x and 15 stars on github. minecraft users and programmers must have a very thin overlap
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No clue lol
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Replying to @itsnoahd
the thing is I could run minecraft at 200 FPS already, but without V-Sync it looks horrible? how do yall bypass screen tear
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I cant repro the screen tear so having a hard time trying to fix sorry!
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Replying to @itsnoahd
Is that 1,000 fps uncapped with vsync off?
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Yes!
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Replying to @itsnoahd
What is this mod doing to boost the fps, what part of the game does it optimize?
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Should be answered here!
Replying to @itsnoahd
For the curious about how it works: MC renders through a swappable graphics backend. On Mac that's OpenGL by default, which Apple deprecated years ago, so every call gets translated to Metal under the hood. That translation costs performance. What I did isn't shockingly new: I built a rendering engine that plugs into that backend and talks to Apple's native Metal directly, with no translation layer. On top of that, Sodium's ~2,000 draw calls a frame get collapsed into just a few. Then there's occlusion culling so the GPU skips anything hidden behind terrain it's already drawn. I also learned that Apple GPUs are also tile-based, so each render pass is arranged in a way that keeps its data in fast on-chip tile memory instead of writing it out to RAM and reading it back between passes. This isnt super complex but when you arrange a few core concepts together in a specific way it turns out its pretty performant! I'm actually also in the works for a custom version of sodium from scratch which is showing to be roughly ~30% faster by default.
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Replying to @itsnoahd
Insanely good. Is a windows version possible?
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Im not sure whats the bottleneck on windows fully as they just use a regular GPU, nothing apple silicon. I might try to toy around for fun, but my goal here is to make it run better on mac not windows
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Replying to @itsnoahd
Could you make a version for 1.8.9? Or would it take way too long?
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I definitely want to try and get older versions, but i dont have time to maintain mods full time so I'll have to see. Maybe soon!
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Replying to @itsnoahd
This is art, do you think the same logic could apply to other games? maybe one day 1tb hard drive and a 1650 GTX will be more than enough again.
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Replying to @itsnoahd
This is so cool
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Replying to @itsnoahd
no wonder that "you get 1263fps" lol
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Replying to @itsnoahd
This looks cool, the frame rate is high but the chunk load rate is slow; any plans on how you are going to fix that?
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Replying to @itsnoahd
I know Mojang has to spend a lot of time making sure everything works on all of the various platforms, but it is crazy to me how often modders are able to squeeze so much more performance out of this game (even pre widespread LLM usage)
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Replying to @itsnoahd
finally, a minecraft benchmark where the numbers are the gameplay.
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Replying to @itsnoahd
有意思的是瓶颈根本不在 GPU。Minecraft 卡在 Java 渲染线程和 chunk 上传,你这 1000 FPS 说明整个提交路径被重写了,不是调了参数。能放个 profiler 截图吗,我想看 GPU 到底占几成。
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Replying to @itsnoahd
hidden reply jumpscare
Replying to @itsnoahd
Okay I took a look it’s a metal renderer with - sodium terrain (unchanged) - a clone of DH - frame gen and metalfx (equivalent to DLSS)
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Replying to @itsnoahd
that's really nice and sick ! gotta try it !
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Replying to @itsnoahd
The M4 Max flexing at 1k fps is the kind of overkill I respect-my potato laptop would just cry trying to open the shader file. If you peek at my profile header, there's a little digital pet that also demands unreasonable performance.
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Replying to @itsnoahd
one is loading noticeably more
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