Create Efficient Visuals

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Create Efficient Visuals

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Create factory gauge client-side optimization. based on flywheel

Performance & Optimization
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NeoForge
Minecraft

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Type
Mod
License
GNU Affero General Public License v3.0 only
Latest Version
createefficientvisuals-1.21.1-0.2.0.jar
Authors
Modrinth

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About

Description

This mod does a low-hanging-fruit optimization for Create factory gauge rendering.

Why It was Slow

Factory Gauge is a block entity, and the base mod renderer does vertex transform for gauge paths every frame. this has very high overhead considering the path is mostly unchanged across frames. Existing approaches such as createbetterfps, Flerovium does not change this immediate mode model; This mod utilizes flywheel to provide instancing support.

Limitations

Item may have custom renderer. those item will fallback to slow path.

This mod is client only. it doesn't optimize server ticks.

This mod is ad-hoc, low-hanging fruit optimization for create factory gauge rendering. it doesn't provide a full solution to making your fps better.

This mod optimizes CPU frame time more than GPU frame time. if shader used, improvement may be small.

Evaluation

Evaluated in controlled scenario: superflat world, with a 10x30 wall, each block has 4 gauges. significant improvement in sparkc profiler. result in figure.

A dark-themed performance profiler comparison labeled “Before” and “After.” In the “Before” section, Create mod factory panel rendering dominates the call tree, with SafeBlockEntityRenderer.render() and FactoryPanelRenderer.renderSafe() consuming about 80.72% of render time; major subcalls include FactoryPanelRenderer.renderPart() at 51.39%, a buffer render call at 30.67%, and value-box item rendering at roughly 28%. In the “After” section, the same rendering path appears deep within Minecraft’s normal level-rendering pipeline and uses only about 0.59% of total time, with the fallback gauge renderer around 0.51%, illustrating a dramatic reduction in rendering cost.

Evaluated in realworld scenario: referencial 80h+ survival world, same spot standing still. VSync off, max frame no limit, sodium: CPU render ahead 1 frame, photon shader ultra preset.after warm up, PresentMon shows (10s interval)

Metric Without With Change
Avg frame interval MsBetweenPresents 11.291 ms 10.618 ms Decreased by 0.673 ms, ~5.96%
Corresponding throughput 88.57 FPS 94.18 FPS Increased by ~6.3%
p50 frame interval 10.644 ms 10.252 ms Decreased by ~3.7%
MsGPUTime 11.290 ms 10.617 ms Decreased by 0.673 ms
MsGPUBusy 10.802 ms 10.498 ms Decreased by 0.304 ms, ~2.8%
MsGPUWait 0.489 ms 0.120 ms Decreased by 0.369 ms, ~75%
MsGPULatency 12.594 ms 14.526 ms Increased by 1.932 ms
MsInPresentAPI 0.124 ms 0.109 ms Both very small
CPUUtilization reported by PresentMon 29.10% 20.16% Decreased by ~31%

This mod does a low-hanging-fruit optimization for Create factory gauge rendering.

Why It was Slow

Factory Gauge is a block entity, and the base mod renderer does vertex transform for gauge paths every frame. this has very high overhead considering the path is mostly unchanged across frames. Existing approaches such as createbetterfps, Flerovium does not change this immediate mode model; This mod utilizes flywheel to provide instancing support.

Limitations

Item may have custom renderer. those item will fallback to slow path.

This mod is client only. it doesn't optimize server ticks.

This mod is ad-hoc, low-hanging fruit optimization for create factory gauge rendering. it doesn't provide a full solution to making your fps better.

This mod optimizes CPU frame time more than GPU frame time. if shader used, improvement may be small.

Evaluation

Evaluated in controlled scenario: superflat world, with a 10x30 wall, each block has 4 gauges. significant improvement in sparkc profiler. result in figure.

A dark-themed performance profiler comparison labeled “Before” and “After.” In the “Before” section, Create mod factory panel rendering dominates the call tree, with SafeBlockEntityRenderer.render() and FactoryPanelRenderer.renderSafe() consuming about 80.72% of render time; major subcalls include FactoryPanelRenderer.renderPart() at 51.39%, a buffer render call at 30.67%, and value-box item rendering at roughly 28%. In the “After” section, the same rendering path appears deep within Minecraft’s normal level-rendering pipeline and uses only about 0.59% of total time, with the fallback gauge renderer around 0.51%, illustrating a dramatic reduction in rendering cost.

Evaluated in realworld scenario: referencial 80h+ survival world, same spot standing still. VSync off, max frame no limit, sodium: CPU render ahead 1 frame, photon shader ultra preset.after warm up, PresentMon shows (10s interval)

Metric Without With Change
Avg frame interval MsBetweenPresents 11.291 ms 10.618 ms Decreased by 0.673 ms, ~5.96%
Corresponding throughput 88.57 FPS 94.18 FPS Increased by ~6.3%
p50 frame interval 10.644 ms 10.252 ms Decreased by ~3.7%
MsGPUTime 11.290 ms 10.617 ms Decreased by 0.673 ms
MsGPUBusy 10.802 ms 10.498 ms Decreased by 0.304 ms, ~2.8%
MsGPUWait 0.489 ms 0.120 ms Decreased by 0.369 ms, ~75%
MsGPULatency 12.594 ms 14.526 ms Increased by 1.932 ms
MsInPresentAPI 0.124 ms 0.109 ms Both very small
CPUUtilization reported by PresentMon 29.10% 20.16% Decreased by ~31%

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