Rubidium

Rubidium

Mod

Unofficial Fork of CaffeineMC's "Sodium", made to work with FML

Client Optimization

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  • Fully compatible with Connector
  • Compatible with Fabric addons for Sodium provided by Connector (Indium has some problems)
  • Resolved JEI issues
  • Resolved Create crashes (thanks to embeddedt)
  • Upstreamed with new Sodium's optimizations/changes
  • Clouds fixes

Oculus should be updated to 1.6.9!

  • Add option to create the OpenGL context (better performance)
  • Fixed CTM
  • Fixed block and item emissives (thanks to embeddedt for an ideas)
  • Fixed incorrect Cloud rendering in modded dimensions
  • Fixed CodeChickenLib compatibility
  • Using Forge particle culling system now (better performance)
  • Fixed incorrect Fluid culling
  • Fixed not working Leaves option
  • Fixed not working Vignette option
  • More parity with Forge in Ambient Occlusion and Lighting
  • Memory leak fix in cloud rendering
  • Correct Immersive Engineering wire rendering in multiplayer
  • Some multipart models fixes
  • Fixed Donation button width
  • Code cleanups
  • Removed incorrect LICENSE file
  • Add option to create the OpenGL context (better performance)
  • Full support of mod translating (feel free to make PR on GitHub)
  • Fixed CTM
  • Optimized chunk rebuilding
  • Added Forge Pipeline rendering (fixes many rendering issues, inspired by embeddedt)
  • Fixed RenderTypes memory leak (thanks to Kasualix)
  • Using Forge particle culling system now (better performance)
  • Fixed incorrect Fluid colors and culling
  • Fixed not working Leaves option
  • Fixed not working Vignette option
  • More parity with Forge in Ambient Occlusion and Lighting
  • Fixed not working particle optimization with Abnormals Core
  • Fixed Donation button width
  • Correct resource version in pack.mcmeta for 1.16.5
  • Code cleanups
  • Removed incorrect LICENSE file

For compatibility Oculus should be updated to 1.4.6

  • Fixed RenderTypes for mods (translucency problem)
  • Fixed many issues with other mods (crashes mainly)

Contains all Sodium's 0.5.0 improvements, for example:

  • Improved the performance of terrain rendering
  • Fixed major performance regression for NVIDIA graphic cards
  • Added "Render Pass Consolidation" option
  • Improve "Block Face Culling" option

And much more

Ported to 1.20

"Fixed" NPE with chunk sections (thanks to embeddedt and bconlon)

Parity with Forge on rendering block sides (thanks to Su5eD)

MASSIVE optimizations (rewritten fog code)

Fixed crashed with Mekanism, old Better End and etc. (thanks to embeddedt)

Forge parity in lighting

New optimization in Weighted Models (backported from 1.17 Sodium)

"Fixed" NPE with chunk sections (thanks to embeddedt and bconlon)

Fix cloned chunk section resource leak

Added API for disabling mixins (thanks to Cadiboo)

Parity with Forge on rendering block sides (thanks to Su5eD)

Fixed crash when disabling fast_biome_colors option (thanks to alcatrazEscapee)

Fixed Chunk rendering with Immersive Engineering (thanks to malte0811)

Parity with Forge on rendering block sides (thanks to Su5eD)

Fixed crash when disabling fast_biome_colors option (thanks to alcatrazEscapee)

More parities with Forge Rendering API (lightning in BlockRenderer, fixed overlay sprites in FluidRenderer)

Added API for disabling mixins (thanks to Cadiboo)

Backported Direction.getFacing optimization

Fixed glitch with textures placed at the atlas border (thanks for an idea to malte0811 and to IMS for finding bug out)

Fixed memory leak

Fix checking if adjacent side is solid using wrong position (thanks to pupnewfster)

Fix item quad coloring (thanks to malte0811)

Use StampedLock instead of synchronized block in MixinMultipartBakedModel

Oculus should be updated to 1.5.2!

Fixed ArrayIndexOutOfBoundsException (thanks to FTB and Sodium teams)

More parities with Forge Rendering API (Multipart Models, lightning in BlockRenderer, fixed overlay sprites in FluidRenderer)

Added optimized cloud rendering

Backported Direction.getFacing optimization

Fixed glitch with textures placed at the atlas border (thanks for an idea to malte0811 and to IMS for finding bug out)

Fix checking if adjacent side is solid using wrong position (thanks to pupnewfster)

Fix item quad coloring (thanks to malte0811)

Use StampedLock instead of synchronized block in MixinMultipartBakedModel

Updated to 1.19.4

More parities with Forge Rendering API (Multipart Models, lightning in BlockRenderer, correct ModelData collecting in ChunkRenderRebuildTask, fixed overlay sprites in FluidRenderer)

Fixed broken animations on any texture

Fixed crash when disabling "Animate Only Visible Textures" feature

Fixed memory leak

Added optimized cloud rendering

Improved the performance of special effects, such as the enchanted item glint (up to 300% faster.)

Improved the performance of mob and block entity rendering (up to 20% faster.)

Improved the performance of chunk rendering by exchanging a small amount of memory for a reduced number of draw calls (up to 10% faster.)

Fixed a memory leak which would cause copies of chunks to remain in cache even if they were no longer needed.

Fixed a problem where animated textures which used interpolation would not have their alpha channel handled correctly.

Fixed F3+A, etc. being unable to reload chunks (thanks to embeddedt)

Backport chunk update threads and deferred chunk update options (thanks to embeddedt)

Backported Direction.getFacing optimization

Fixed glitch with textures placed at the atlas border (thanks for an idea to malte0811 and to IMS for finding bug out)

Fixed ArrayIndexOutOfBoundsException (thanks to FTB and Sodium teams)

Added Optimized Bamboo option (probably useless)

Fix checking if adjacent side is solid using wrong position (thanks to pupnewfster)

Updated to 1.19.3

Fixed ArrayIndexOutOfBoundsException (thanks to FTB and Sodium teams)

Added Optimized Bamboo option

Fix checking if adjacent side is solid using wrong position (thanks to pupnewfster)

Added RenderLevelStageEvent (Fixes compatibility with Xaero's map, Minecolonies and etc.)

Fixed Immersive Wires rendering (thanks to malte0811)

Added Cauldron to blended blocks

Fixed memory leak

Added minVersion property

Ignore mod for servers

Using GlStateManager instead of raw GL (provides better mod compatibility)

Fixed underwater lightning

Correct smooth lighting (Fixed bug with AE2 Drive and GregTech machines)

Fixed memory leak in ChunkBuilder

Better parity for lightning with Vanilla

FPS increments of 10, to match 1.19

Fixed ArrayIndexOutOfBoundsException (thanks to FTB and Sodium teams)

Fixed some memory leaks

Fixed underwater lightning

Correct smooth lighting (Fixed bug with AE2 Drive and GregTech machines)

Added compatibility with BetterLoadingScreen

Added minVersion property

Ignore mod for servers

Using GlStateManager instead of raw GL (provides better mod compatibility)

Added Cauldron to blended blocks

Create ko_kr.json (thanks to Haru301)

Added minVersion property to remove warning

Better compatibiltiy with Flywheel

Fixed underwater lightning

Correct smooth lighting (Fixed bug with AE2 Drive and GregTech machines)

Using LWJGL's MemoryUtil instead of Unsafe

Avoid using more than 10 threads for chunk building

Using GlStateManager instead of raw GL (provides better mod compatibility)

Some lightning optimizations

Oculus needs to be updated to 1.2.6!

Make GUI scale go above 4

Blending only supported blocks and fluids (Fixes color issues)

Now can be loaded as clientside only

Rebranded config, Rubidium's options will set to default!

Fixed some crashes

Fixed compatibility with Flywheel's batching engine

Rebranded config, Rubidium's options will set to default!

Added zh_cn.lang (thanks to 7777777_4547)

Fixed NPE with CCL

Fixed ConcurrentModification with some mods


Project members

Asek3

Owner

Details

Licensed LGPL-3.0-only
Published 2 years ago
Updated a year ago