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Sodium

Sodium

Mod

A high-performance rendering engine replacement for Minecraft, which greatly improves frame rates and reduces micro-stutter.

Client Optimization

161.59M downloads
36.9k followers
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Overview

Sodium 0.8.12-alpha.4 is a backport of modern Sodium 0.8 to Minecraft 1.21.1. This experiment has graduated to alpha status. The degree to which we commit to supporting this branch will be determined by testing and by how well it works and integrates with the ecosystem. The quality of this version is expected to further improve it gets used, we discover quirks, and receive feedback.

  • Significantly improved the performance of rendering the world (up to +115%) on some computers.
  • Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
  • Lots and lots of improvements to the user experience in the Video Settings menu.
  • Reduced latency and micro-stutter when updating chunks in the world.
  • Slightly faster entity rendering, especially for transparent mobs and particles.
  • Improvements for hardware and mod compatibility.
  • ...And many more bug fixes and improvements...

Using and Testing This Release

It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering. Mod developers can find our artifacts, such as the Config API, on our Maven repository.

Please participate in testing this release, coordinating on mod compatibility, and giving feedback on our discord server. In the thread in #testing-builds we have more information. Report any issues you may have in the thread.

Known incompatibilities at the time of this release:

  • sodiumleafculling does not work
  • C2ME's latest version works
  • Create Aeronautics does not work
  • Veil has an update that works, Sable has a patch that works but no update
  • Iris has a test build on discord that works
  • More culling's latest version works
  • Voxy does not work
  • EBE animations don’t work

Alpha Series Changelog

  • Fix BufferBuilderMixin conflicting with Iris' MixinBufferBuilder_SeparateAo when requireOverwriteAnnotations is enabled (#3658)
  • Potentially fix issues with publishing by making the buildscript more similar to that used in 1.21.11
  • Fix the corrupted config screen to show up properly
  • Revert "Update texture light coords math to match Vanilla (#3311)" as this was mistakenly applied to 1.21.1

Sodium 0.8.12 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.

The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.

  • The median (labeled p50) shows the typical frame rate ignoring the slow frames
  • The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
  • The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.

The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.

Included are also multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.

  • Avoid retaining large allocations created when heavy quad splitting takes place
  • Fix buffer overflow caused by BSP Node reuse when quads were split
  • Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
  • Implement optional percentile fps display (#3633, #3642)
  • Fix flat fluid lighting being too dark (#3620)
  • Significantly reduce memory consumption on the direct sorting fallback path
  • Fix issues with fluid shaping in both "improved" and regular mode
  • Fix #3612 by performing uniform binding on particle rendering (#3637)
  • Fixed #3603 (incorrect AO and skylight level around light sources) (#3631)
  • Add option to sort Entity Quads by Closest Point (#3635)
  • Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering (#3643)
  • Change fullbright blocks to only emit block light and no sky light (#3640)
  • Refactor ImprovedItemModelBuilder for better mod compatibility (#3648)
  • Fix the corrupted config screen to show up properly
  • Fix fog flicker (#3666)

Sodium 0.8.12 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.

The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.

  • The median (labeled p50) shows the typical frame rate ignoring the slow frames
  • The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
  • The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.

The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.

Included are also multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.

  • Fix the animation when fluid sprites are obtained directly via FluidModel (#3630)
  • Avoid retaining large allocations created when heavy quad splitting takes place
  • Fix buffer overflow caused by BSP Node reuse when quads were split
  • Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
  • Fix post launch checks to actually run and fix duplicate module dialog (#3624)
  • Implement optional percentile fps display (#3633, #3642)
  • Fix flat fluid lighting being too dark (#3620)
  • Significantly reduce memory consumption on the direct sorting fallback path
  • Fix issues with fluid shaping in both "improved" and regular mode
  • Fix #3612 by performing uniform binding on particle rendering (#3637)
  • Fixed #3603 (incorrect AO and skylight level around light sources) (#3631)
  • Add option to sort Entity Quads by Closest Point (#3635)
  • Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering (#3643)
  • Change fullbright blocks to only emit block light and no sky light (#3640)
  • Fix clouds being invisible behind leaves with specific resource packs
  • Refactor ImprovedItemModelBuilder for better mod compatibility and fixed crash from beta 3 (#3648)
  • Fix the corrupted config screen to show up properly
  • Fix fog flicker (#3666)

Sodium 0.8.12-beta.4 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.

The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.

  • The median (labeled p50) shows the typical frame rate ignoring the slow frames
  • The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
  • The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.

The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.

The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.

  • Fix the animation when fluid sprites are obtained directly via FluidModel (#3630)
  • Avoid retaining large allocations created when heavy quad splitting takes place
  • Fix buffer overflow caused by BSP Node reuse when quads were split
  • Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
  • Fix post launch checks to actually run and fix duplicate module dialog (#3624)
  • Implement optional percentile fps display (#3633, #3642)
  • Fix flat fluid lighting being too dark (#3620)
  • Significantly reduce memory consumption on the direct sorting fallback path
  • Fix issues with fluid shaping in both "improved" and regular mode
  • Fix #3612 by performing uniform binding on particle rendering (#3637)
  • Fixed #3603 (incorrect AO and skylight level around light sources) (#3631)
  • Add option to sort Entity Quads by Closest Point (#3635)
  • Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering (#3643)
  • Change fullbright blocks to only emit block light and no sky light (#3640)
  • Fix clouds being invisible behind leaves with specific resource packs
  • Refactor ImprovedItemModelBuilder for better mod compatibility and fixed crash from beta 3 (#3648)

Please participate in testing this release and giving feedback on our discord server.

Sodium 0.8.12-beta.3 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.

The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.

  • The median (labeled p50) shows the typical frame rate ignoring the slow frames
  • The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
  • The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.

The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.

The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.

  • Avoid retaining large allocations created when heavy quad splitting takes place
  • Fix buffer overflow caused by BSP Node reuse when quads were split
  • Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
  • Implement optional percentile fps display (#3633, #3642)
  • Fix flat fluid lighting being too dark (#3620)
  • Significantly reduce memory consumption on the direct sorting fallback path
  • Fix issues with fluid shaping in both "improved" and regular mode
  • Fix #3612 by performing uniform binding on particle rendering (#3637)
  • Fixed #3603 (incorrect AO and skylight level around light sources) (#3631)
  • Add option to sort Entity Quads by Closest Point (#3635)
  • Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering (#3643)
  • Change fullbright blocks to only emit block light and no sky light (#3640)
  • Refactor ImprovedItemModelBuilder for better mod compatibility (#3648)

Please participate in testing this release and giving feedback on our discord server.

Overview

Sodium 0.8.12-alpha.3 is a backport of modern Sodium 0.8 to Minecraft 1.21.1. This experiment has graduated to alpha status. The degree to which we commit to supporting this branch will be determined by testing and by how well it works and integrates with the ecosystem. The quality of this version is expected to further improve it gets used, we discover quirks, and receive feedback.

  • Significantly improved the performance of rendering the world (up to +115%) on some computers.
  • Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
  • Lots and lots of improvements to the user experience in the Video Settings menu.
  • Reduced latency and micro-stutter when updating chunks in the world.
  • Slightly faster entity rendering, especially for transparent mobs and particles.
  • Improvements for hardware and mod compatibility.
  • ...And many more bug fixes and improvements...

Using and Testing This Release

It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering. Mod developers can find our artifacts, such as the Config API, on our Maven repository.

Please participate in testing this release, coordinating on mod compatibility, and giving feedback on our discord server.

Known incompatibilities at the time of release:

  • Iris
  • Voxy
  • More culling, sodiumleafculling
  • Create Aeronautics, Sable

Alpha Series Changelog

  • Fix BufferBuilderMixin conflicting with Iris' MixinBufferBuilder_SeparateAo when requireOverwriteAnnotations is enabled (#3658)
  • Potentially fix issues with publishing by making the buildscript more similar to that used in 1.21.11

Overview

Sodium 0.8.12-alpha.2 is a backport of modern Sodium 0.8 to Minecraft 1.21.1. This experiment has graduated to alpha status. The degree to which we commit to supporting this branch will be determined by testing and by how well it works and integrates with the ecosystem. The quality of this version is expected to further improve it gets used, we discover quirks, and receive feedback.

  • Significantly improved the performance of rendering the world (up to +115%) on some computers.
  • Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
  • Lots and lots of improvements to the user experience in the Video Settings menu.
  • Reduced latency and micro-stutter when updating chunks in the world.
  • Slightly faster entity rendering, especially for transparent mobs and particles.
  • Improvements for hardware and mod compatibility.
  • ...And many more bug fixes and improvements...

Using and Testing This Release

It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering. Mod developers can find our artifacts, such as the Config API, on our Maven repository.

Please participate in testing this release, coordinating on mod compatibility, and giving feedback on our discord server.

Known incompatibilities at the time of release:

  • Iris
  • Voxy
  • More culling, sodiumleafculling
  • Create Aeronautics, Sable

Alpha Series Changelog

  • Fix BufferBuilderMixin conflicting with Iris' MixinBufferBuilder_SeparateAo when requireOverwriteAnnotations is enabled (#3658)
  • Potentially fix issues with publishing by making the buildscript more similar to that used in 1.21.11

Sodium 0.8.12-beta.3 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.

The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.

  • The median (labeled p50) shows the typical frame rate ignoring the slow frames
  • The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
  • The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.

The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.

The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.

  • Fix the animation when fluid sprites are obtained directly via FluidModel (#3630)
  • Avoid retaining large allocations created when heavy quad splitting takes place
  • Fix buffer overflow caused by BSP Node reuse when quads were split
  • Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
  • Fix post launch checks to actually run and fix duplicate module dialog (#3624)
  • Implement optional percentile fps display (#3633, #3642)
  • Fix flat fluid lighting being too dark (#3620)
  • Significantly reduce memory consumption on the direct sorting fallback path
  • Fix issues with fluid shaping in both "improved" and regular mode
  • Fix #3612 by performing uniform binding on particle rendering (#3637)
  • Fixed #3603 (incorrect AO and skylight level around light sources) (#3631)
  • Add option to sort Entity Quads by Closest Point (#3635)
  • Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering (#3643)
  • Change fullbright blocks to only emit block light and no sky light (#3640)
  • Fix clouds being invisible behind leaves with specific resource packs
  • Refactor ImprovedItemModelBuilder for better mod compatibility (#3648)

Please participate in testing this release and giving feedback on our discord server.

Sodium 0.8.12-alpha.1 is a backport of modern Sodium 0.8.12 to Minecraft 1.21.1. This experiment has graduated to alpha status. The degree to which we commit to supporting this branch will be determined by testing and by how well it works and integrates with the ecosystem. The quality of this version is expected to further improve it gets used, we discover quirks, and receive feedback.

  • Significantly improved the performance of rendering the world (up to +115%) on some computers.
  • Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
  • Lots and lots of improvements to the user experience in the Video Settings menu.
  • Reduced latency and micro-stutter when updating chunks in the world.
  • Slightly faster entity rendering, especially for transparent mobs and particles.
  • Improvements for hardware and mod compatibility.
  • ...And many more bug fixes and improvements...

It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering.

Please participate in testing this release, coordinating on mod compatibility, and giving feedback on our discord server.

Sodium 0.8.12-beta.2 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.

The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.

  • The median (labeled p50) shows the typical frame rate ignoring the slow frames
  • The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
  • The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.

The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.

The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.

  • Avoid retaining large allocations created when heavy quad splitting takes place
  • Fix buffer overflow caused by BSP Node reuse when quads were split
  • Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
  • Implement optional percentile fps display (#3633, #3642)
  • Fix flat fluid lighting being too dark (#3620)
  • Significantly reduce memory consumption on the direct sorting fallback path
  • Fix issues with fluid shaping in both "improved" and regular mode
  • Fix #3612 by performing uniform binding on particle rendering (#3637)
  • Fixed #3603 (incorrect AO and skylight level around light sources) (#3631)
  • Add option to sort Entity Quads by Closest Point (#3635)
  • Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering (#3643)
  • Change fullbright blocks to only emit block light and no sky light (#3640)

External resources


Project members

CaffeineMC

CaffeineMC

Organization

jellysquid3

Project Lead

douira

Maintainer

IMS

Maintainer


Technical information

Client side
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Server side
unsupported
Project ID