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Intelium

Intelium

by Unknown • Downloads: 0 • Followers: 0
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Available in English and Turkish · İngilizce ve Türkçe dil desteğiyle gelir.

English

Intelium is a small Fabric add-on for Sodium that tunes it for Intel integrated graphics and Arc GPUs.

It changes a handful of specific settings and otherwise leaves Sodium alone. If you're on NVIDIA, AMD, or an Intel GPU older than HD Graphics 520, it switches itself off and Sodium runs exactly as it normally would.

What it does

Chunk-build threading. Picks how many worker threads build chunks based on your GPU generation and CPU core count, and keeps enough cores free for the render thread so chunks load while you move instead of stuttering.

Fast chunk loading. Sodium ships its chunk "defer mode" on the slowest setting, where finished chunks wait a few frames before they show. Intelium can set it to Fast or Turbo so they appear sooner.

Optional render tweaks. A few switches for settings that cost real frame time on weak integrated GPUs: entity render distance, particles, entity shadows, and biome blending. Each one saves your original value and restores it when you turn it back off.

Optimization profiles. Max FPS, Balanced, or Smooth, depending on whether you care more about raw frame rate or steady frame times.

FPS overlay. An optional movable panel showing live FPS and 1% lows, plus a built-in A/B test that measures your frame rate with the mod on versus off so you can see the real difference.

Everything is configured from an Intelium page inside Sodium's own video settings.

Requirements

  • Minecraft 1.21.11 or newer on Fabric
  • Fabric API
  • Sodium 0.8.0 or newer (required — Intelium does nothing on its own)
  • An Intel GPU: HD Graphics 520 (Gen 9 / Skylake, 2015) or newer

Good to know

Intelium only includes switches that do something real. It doesn't rewrite Sodium's renderer or promise a magic frame-rate boost. It tunes the options Sodium and the game already expose, and shows you the measured result. If your hardware isn't supported, the settings page tells you why.

Source code and bug reports: https://github.com/ATOMGAMERAGA/intelium

Türkçe (Turkish)

Intelium, Sodium'u Intel dahili grafik ve Arc GPU'lar için ayarlayan küçük bir Fabric eklentisidir.

Birkaç belirli ayarı değiştirir, gerisinde Sodium'a karışmaz. NVIDIA, AMD ya da HD Graphics 520'den eski bir Intel GPU kullanıyorsan kendini kapatır ve Sodium normalde nasıl çalışıyorsa öyle çalışır.

Ne yapar

Chunk-build thread'leri. Chunk'ları kaç worker thread'in işleyeceğini GPU neslin ve CPU çekirdek sayına göre seçer, render thread'ine yetecek kadar çekirdek bırakır; böylece hareket ederken chunk'lar takılmadan yüklenir.

Hızlı chunk yükleme. Sodium chunk "defer mode"unu en yavaş ayarda gönderir, biten chunk'lar görünmeden önce birkaç kare bekler. Intelium bunu Hızlı ya da Turbo yapabilir, chunk'lar daha erken gelir.

İsteğe bağlı render ayarları. Zayıf dahili GPU'larda gerçekten kare süresi tüketen ayarlar için birkaç anahtar: varlık mesafesi, parçacıklar, varlık gölgeleri ve biyom karışımı. Her biri kapatınca senin orijinal değerini geri yükler.

Optimizasyon profilleri. Ham FPS mi yoksa kararlı kare süresi mi istediğine göre Maks FPS, Dengeli ya da Akıcı.

FPS paneli. Anlık FPS ve %1 düşükleri gösteren isteğe bağlı taşınabilir bir panel, ayrıca mod açıkken ve kapalıyken FPS'ini ölçen dahili bir A/B testi; gerçek farkı görürsün.

Her şey Sodium'un kendi video ayarlarındaki Intelium sayfasından ayarlanır.

Gereksinimler

  • Fabric üzerinde Minecraft 1.21.11 ve üstü
  • Fabric API
  • Sodium 0.8.0 veya üzeri (zorunlu — Intelium tek başına bir şey yapmaz)
  • Intel GPU: HD Graphics 520 (Gen 9 / Skylake, 2015) veya üzeri

Bilmekte fayda var

Intelium yalnızca gerçekten işe yarayan anahtarlar içerir. Sodium'un render motorunu yeniden yazmaz, sihirli bir FPS artışı vaat etmez. Sodium'un ve oyunun zaten sunduğu ayarları düzenler ve sana ölçülmüş sonucu gösterir. Donanımın desteklenmiyorsa ayar sayfası nedenini söyler.

Kaynak kodu ve hata bildirimi: https://github.com/ATOMGAMERAGA/intelium

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.2
Fabric
2mo ago 1
1.21.11
Fabric
2mo ago 1
26.2 26.1.x
Fabric
2mo ago 1
1.21.11
Fabric
2mo ago 1
26.2 26.1.x
Fabric
2mo ago 1
1.21.11
Fabric
2mo ago 1
26.2 26.1.x
Fabric
3mo ago 1
1.21.11
Fabric
3mo ago 1
26.2 26.1.x
Fabric
3mo ago 1
1.21.11
Fabric
3mo ago 1
26.2 26.1.x
Fabric
4mo ago 1
1.21.11
Fabric
4mo ago 1
26.2 26.1.x
Fabric
4mo ago 1
1.21.11
Fabric
4mo ago 1
26.2 26.1.x
Fabric
4mo ago 1
1.21.11
Fabric
4mo ago 1
26.2 26.1.x
Fabric
4mo ago 1
1.21.11
Fabric
4mo ago 1
1.21.11
Fabric
4mo ago 1
1.21.11
Fabric
4mo ago 1
1.21.11
Fabric
4mo ago 1
[1.3.4] Intelium 1.3.4 by Unknown on Sep 10, 2026
Download
## English

  • Intelium 1.3.4 — the OpenGL correctness update.** Minecraft 26.2 ships **OpenGL as its default renderer**, with Vulkan as an experimental opt-in. Intelium's 26.x jar had been written and documented the other way round, and several of its decisions followed from that mistake. This release fixes the premise and everything that rested on it. Vulkan support is unchanged; OpenGL is now the first-class target it should always have been.

### Profiles now do what their names say

  • "Max FPS" no longer costs you FPS.** Every profile used to force Sodium's one-frame chunk deferral, so Max FPS and Smooth produced identical upload behaviour and the label was simply wrong. Chunk uploads run on the render thread: forcing them buys faster chunk appearance and pays for it in frame time. Max FPS now uses Sodium's conservative deferral — the same setting Lunar Client's own FPS guidance recommends — while **Smooth** keeps one-frame deferral because streaming terrain ahead of the player is what that profile is for.
  • Balanced is the only adaptive one.** It uses one-frame deferral while there is headroom and falls back to conservative deferral under sustained, measured pressure, with the existing hysteresis. Max FPS and Smooth are fixed decisions, so the governor is no longer left holding state it will never apply.
  • Turbo is still exactly what you asked for.** Zero-frame deferral remains a user decision, never adaptively slowed, on any backend under any profile.

### Chunk workers on low-core Intel parts

  • availableProcessors() was overstating the machine.** An HD Graphics 520 lives in a two-core, four-thread mobile CPU. The old policy handed two of those four logical processors to chunk meshing on Balanced and three on Smooth, so mesh threads and the render thread contended for the same two physical cores — which is how a mod meant to remove hitches can cause them.
  • On **Gen 9 / Gen 9.5 with at most four logical processors, on OpenGL**, Auto now caps workers at **1 for Max FPS** and **2 for Balanced and Smooth**. It is a ceiling only: a machine that would already have been given fewer keeps its lower number, newer generations and other backends are untouched, and a manual 1–16 value is still honoured exactly.

### Real frame-time measurement

  • A new FrameTimeTracker, fed by a verified per-frame hook.** Minecraft#getFps() is a trailing whole-second average that cannot represent a 40 ms hitch at all — it reports 58 instead of 60 — and Intelium's adaptive systems were being steered by it. Frame intervals are now measured at Minecraft.renderFrame, giving median, p95, p99, 1% low and 0.1% low.
  • It does not cost the frames it measures.** The hot path is a subtract and two array stores into a preallocated ring buffer, with no allocation. Percentiles are computed at most once per new sample, and only when something actually asks — in normal play the sort never runs.
  • Bad samples cannot steer anything.** Unfocused frames, menu-cap
...
[1.3.4] Intelium 1.3.4 by Unknown on Sep 10, 2026
Download
## English

  • Intelium 1.3.4 — the OpenGL correctness update.** Minecraft 26.2 ships **OpenGL as its default renderer**, with Vulkan as an experimental opt-in. Intelium's 26.x jar had been written and documented the other way round, and several of its decisions followed from that mistake. This release fixes the premise and everything that rested on it. Vulkan support is unchanged; OpenGL is now the first-class target it should always have been.

### Profiles now do what their names say

  • "Max FPS" no longer costs you FPS.** Every profile used to force Sodium's one-frame chunk deferral, so Max FPS and Smooth produced identical upload behaviour and the label was simply wrong. Chunk uploads run on the render thread: forcing them buys faster chunk appearance and pays for it in frame time. Max FPS now uses Sodium's conservative deferral — the same setting Lunar Client's own FPS guidance recommends — while **Smooth** keeps one-frame deferral because streaming terrain ahead of the player is what that profile is for.
  • Balanced is the only adaptive one.** It uses one-frame deferral while there is headroom and falls back to conservative deferral under sustained, measured pressure, with the existing hysteresis. Max FPS and Smooth are fixed decisions, so the governor is no longer left holding state it will never apply.
  • Turbo is still exactly what you asked for.** Zero-frame deferral remains a user decision, never adaptively slowed, on any backend under any profile.

### Chunk workers on low-core Intel parts

  • availableProcessors() was overstating the machine.** An HD Graphics 520 lives in a two-core, four-thread mobile CPU. The old policy handed two of those four logical processors to chunk meshing on Balanced and three on Smooth, so mesh threads and the render thread contended for the same two physical cores — which is how a mod meant to remove hitches can cause them.
  • On **Gen 9 / Gen 9.5 with at most four logical processors, on OpenGL**, Auto now caps workers at **1 for Max FPS** and **2 for Balanced and Smooth**. It is a ceiling only: a machine that would already have been given fewer keeps its lower number, newer generations and other backends are untouched, and a manual 1–16 value is still honoured exactly.

### Real frame-time measurement

  • A new FrameTimeTracker, fed by a verified per-frame hook.** Minecraft#getFps() is a trailing whole-second average that cannot represent a 40 ms hitch at all — it reports 58 instead of 60 — and Intelium's adaptive systems were being steered by it. Frame intervals are now measured at Minecraft.renderFrame, giving median, p95, p99, 1% low and 0.1% low.
  • It does not cost the frames it measures.** The hot path is a subtract and two array stores into a preallocated ring buffer, with no allocation. Percentiles are computed at most once per new sample, and only when something actually asks — in normal play the sort never runs.
  • Bad samples cannot steer anything.** Unfocused frames, menu-cap
...
[1.3.3] Intelium 1.3.3 by Unknown on Aug 24, 2026
Download
## English

  • Intelium 1.3.3 — the OpenGL frame-pacing and chunk-streaming update.** The 26.x line already had Vulkan-aware scheduling; this release gives Minecraft 26.1's OpenGL renderer and the 1.21.11 build their own guarded tuning path. The goal is not a risky renderer replacement or undocumented driver switch: it is less render-thread contention, faster chunk appearance when headroom exists, and steadier frame times when it does not.

### OpenGL performance (26.1.x + Minecraft 1.21.11)

  • Backend-aware Auto chunk workers.** With Fast Chunk Loading enabled, the old Balanced policy could use all but one logical processor. OpenGL mesh uploads and substantial Intel driver work also use the render path, so Max FPS and Balanced now preserve two logical processors where possible. Smooth remains the explicit higher-throughput choice, and a manual 1–16 value is still honored exactly.
  • Adaptive Fast Chunk Loading.** Fast still uses Sodium's one-frame defer for quick chunk appearance. Only after sustained OpenGL FPS pressure does Intelium temporarily use Sodium's conservative defer mode, preventing completed-mesh uploads from amplifying an already struggling frame. A separate severe-collapse path reacts sooner; recovery requires three stable seconds, so the mode does not oscillate near the target.
  • Turbo stays Turbo.** Zero-frame upload remains an explicit fastest-loading choice and is never adaptively slowed. Off still restores the user's captured Sodium setting. Vulkan keeps its established behavior and does not enter the OpenGL governor.
  • Bad samples cannot steer chunk pacing.** Background, unfocused, menu-capped, invalid and 1.21.11 A/B benchmark samples pause transition counters. They neither trigger protection nor falsely claim recovery.
  • OpenGL draw-call tuning.** Intelium's own screen-space thresholds are raised by a modest 10% on OpenGL, the high-count block-entity ceiling is trimmed by 25%, and the extreme particle-burst ceiling by 12.5%. The changes affect distant/tiny objects and overloaded scenes; the 12-block safety radius, players, named entities and disabled budgets remain untouched.

### General FPS and stability improvements

  • The particle spawn hook now makes one published-state read instead of two for every spawn. This removes avoidable hot-path overhead during the large bursts the limiter is designed to handle.
  • The rolling FPS tracker now maintains its average in O(1), and its 1% low/minimum distribution is sorted at most once per new sample rather than repeatedly on every overlay frame. Intelium's measurement UI no longer adds needless work to the result it is measuring.
  • The OpenGL governor, backend render policy, worker bounds, recovery hysteresis, unmeasurable-sample behavior, Turbo/Vulkan isolation and rolling-window wraparound all live in shared deterministic logic with regression coverage.
  • Every new path fails in the safe direction: unknown future backends keep the prior policy, disabled budgets stay
...
[1.3.3] Intelium 1.3.3 by Unknown on Aug 24, 2026
Download
## English

  • Intelium 1.3.3 — the OpenGL frame-pacing and chunk-streaming update.** The 26.x line already had Vulkan-aware scheduling; this release gives Minecraft 26.1's OpenGL renderer and the 1.21.11 build their own guarded tuning path. The goal is not a risky renderer replacement or undocumented driver switch: it is less render-thread contention, faster chunk appearance when headroom exists, and steadier frame times when it does not.

### OpenGL performance (26.1.x + Minecraft 1.21.11)

  • Backend-aware Auto chunk workers.** With Fast Chunk Loading enabled, the old Balanced policy could use all but one logical processor. OpenGL mesh uploads and substantial Intel driver work also use the render path, so Max FPS and Balanced now preserve two logical processors where possible. Smooth remains the explicit higher-throughput choice, and a manual 1–16 value is still honored exactly.
  • Adaptive Fast Chunk Loading.** Fast still uses Sodium's one-frame defer for quick chunk appearance. Only after sustained OpenGL FPS pressure does Intelium temporarily use Sodium's conservative defer mode, preventing completed-mesh uploads from amplifying an already struggling frame. A separate severe-collapse path reacts sooner; recovery requires three stable seconds, so the mode does not oscillate near the target.
  • Turbo stays Turbo.** Zero-frame upload remains an explicit fastest-loading choice and is never adaptively slowed. Off still restores the user's captured Sodium setting. Vulkan keeps its established behavior and does not enter the OpenGL governor.
  • Bad samples cannot steer chunk pacing.** Background, unfocused, menu-capped, invalid and 1.21.11 A/B benchmark samples pause transition counters. They neither trigger protection nor falsely claim recovery.
  • OpenGL draw-call tuning.** Intelium's own screen-space thresholds are raised by a modest 10% on OpenGL, the high-count block-entity ceiling is trimmed by 25%, and the extreme particle-burst ceiling by 12.5%. The changes affect distant/tiny objects and overloaded scenes; the 12-block safety radius, players, named entities and disabled budgets remain untouched.

### General FPS and stability improvements

  • The particle spawn hook now makes one published-state read instead of two for every spawn. This removes avoidable hot-path overhead during the large bursts the limiter is designed to handle.
  • The rolling FPS tracker now maintains its average in O(1), and its 1% low/minimum distribution is sorted at most once per new sample rather than repeatedly on every overlay frame. Intelium's measurement UI no longer adds needless work to the result it is measuring.
  • The OpenGL governor, backend render policy, worker bounds, recovery hysteresis, unmeasurable-sample behavior, Turbo/Vulkan isolation and rolling-window wraparound all live in shared deterministic logic with regression coverage.
  • Every new path fails in the safe direction: unknown future backends keep the prior policy, disabled budgets stay
...
[1.3.2] Intelium 1.3.2 by Unknown on Aug 23, 2026
Download
## English

  • Intelium 1.3.2 — native Vulkan activation and a polished 1.21.11 stable update.** This release fixes the largest remaining 26.x limitation: supported Intel GPUs are now detected and optimized while Minecraft 26.2 is using its Vulkan renderer. It also retunes automatic chunk workers for steadier Vulkan frame pacing and refreshes both build targets to current stable Sodium/Fabric baselines. No experimental renderer replacement or unsafe driver trick is added.

### 26.x / Vulkan

  • Intelium now activates on supported Intel GPUs under Vulkan.** The previous 26.x detector depended on an OpenGL context; Vulkan has none, so Intelium eventually disabled every optimization. Version 1.3.2 reads Blaze3D's selected DeviceInfo instead: vendor, device name, backend and driver are obtained from the graphics device Minecraft is actually using.
  • Hybrid-GPU decisions are safer.** Detection follows the selected Blaze3D device, not an assumed integrated GPU. If Minecraft selected NVIDIA/AMD, or the identity is missing/unrecognized, Intelium still fails closed and Sodium runs unmodified.
  • 26.1 remains fail-soft.** The new device probe is reflection-isolated for cross-version safety. If an older 26.x device API is unavailable, Intelium falls back to guarded OpenGL detection and never calls OpenGL without a current context.
  • Vulkan-aware Auto chunk workers.** Sodium 0.9 runs asynchronous graph culling on its own executor. On Vulkan, Intelium now keeps two logical processors available where possible for the render/main path, Blaze3D submission and culling instead of letting Fast Chunk Loading consume all but one. This targets smoother chunk-streaming frame times, especially on 4–8-thread Intel laptops. A manual 1–16 worker value is still honored exactly.
  • Current stable 26.2 baseline.** The build target moves to Fabric Loader 0.19.3, Fabric API 0.158.0 and Sodium 0.9.1. Sodium 0.9.1 includes upstream fixes for unsafe async-culling concurrency, Vulkan indirect-buffer sizing, several crashes and avoidable per-frame work.

### Minecraft 1.21.11 polish

  • Updated the stable build baseline to Fabric Loader 0.19.3, Fabric API 0.141.6 and Sodium 0.8.13.
  • GPU detection no longer commits to an empty/unknown result if its first render-thread call happens before the OpenGL context is readable; it retries briefly, then still fails closed if no trustworthy identity appears.
  • Sodium 0.8.13 brings its upstream crash, block/fluid tint and compatibility corrections into the tested 1.21.11 baseline.

### Stability and release quality

  • Fast Chunk Loading now respects the selected profile.** Its worker boost previously pushed Max FPS toward the same cpu - 1 target as Smooth, undermining the profile whenever the default Fast mode was enabled. Max FPS now receives only a bounded one-worker boost and preserves render-thread headroom; Balanced/Smooth keep their higher streaming throughput.
  • Backend detection and Vulkan worker policy live in shar
...
[1.3.2] Intelium 1.3.2 by Unknown on Aug 23, 2026
Download
## English

  • Intelium 1.3.2 — native Vulkan activation and a polished 1.21.11 stable update.** This release fixes the largest remaining 26.x limitation: supported Intel GPUs are now detected and optimized while Minecraft 26.2 is using its Vulkan renderer. It also retunes automatic chunk workers for steadier Vulkan frame pacing and refreshes both build targets to current stable Sodium/Fabric baselines. No experimental renderer replacement or unsafe driver trick is added.

### 26.x / Vulkan

  • Intelium now activates on supported Intel GPUs under Vulkan.** The previous 26.x detector depended on an OpenGL context; Vulkan has none, so Intelium eventually disabled every optimization. Version 1.3.2 reads Blaze3D's selected DeviceInfo instead: vendor, device name, backend and driver are obtained from the graphics device Minecraft is actually using.
  • Hybrid-GPU decisions are safer.** Detection follows the selected Blaze3D device, not an assumed integrated GPU. If Minecraft selected NVIDIA/AMD, or the identity is missing/unrecognized, Intelium still fails closed and Sodium runs unmodified.
  • 26.1 remains fail-soft.** The new device probe is reflection-isolated for cross-version safety. If an older 26.x device API is unavailable, Intelium falls back to guarded OpenGL detection and never calls OpenGL without a current context.
  • Vulkan-aware Auto chunk workers.** Sodium 0.9 runs asynchronous graph culling on its own executor. On Vulkan, Intelium now keeps two logical processors available where possible for the render/main path, Blaze3D submission and culling instead of letting Fast Chunk Loading consume all but one. This targets smoother chunk-streaming frame times, especially on 4–8-thread Intel laptops. A manual 1–16 worker value is still honored exactly.
  • Current stable 26.2 baseline.** The build target moves to Fabric Loader 0.19.3, Fabric API 0.158.0 and Sodium 0.9.1. Sodium 0.9.1 includes upstream fixes for unsafe async-culling concurrency, Vulkan indirect-buffer sizing, several crashes and avoidable per-frame work.

### Minecraft 1.21.11 polish

  • Updated the stable build baseline to Fabric Loader 0.19.3, Fabric API 0.141.6 and Sodium 0.8.13.
  • GPU detection no longer commits to an empty/unknown result if its first render-thread call happens before the OpenGL context is readable; it retries briefly, then still fails closed if no trustworthy identity appears.
  • Sodium 0.8.13 brings its upstream crash, block/fluid tint and compatibility corrections into the tested 1.21.11 baseline.

### Stability and release quality

  • Fast Chunk Loading now respects the selected profile.** Its worker boost previously pushed Max FPS toward the same cpu - 1 target as Smooth, undermining the profile whenever the default Fast mode was enabled. Max FPS now receives only a bounded one-worker boost and preserves render-thread headroom; Balanced/Smooth keep their higher streaming throughput.
  • Backend detection and Vulkan worker policy live in shar
...
[1.3.1] Intelium 1.3.1 by Unknown on Aug 11, 2026
Download
## English

  • Intelium 1.3.1 — the stabilization release.** No new levers this time: every feature that shipped in 1.3.0 got audited end to end, and this release fixes what the audit found — wrong GPU verdicts, an adaptive render distance that could get stuck or over-react, measurement poisoned by alt-tabs, and several ways a future Minecraft/Sodium change could have crashed the game instead of degrading gracefully. Supports Minecraft **1.21.11** and the **26.x** line.

### Fixed — GPU detection tells the truth on more machines

  • "Intel Corporation" is Intel.** The AMD check matched the letters "ati" inside "Corpor-ati-on", so a driver reporting the vendor as "Intel Corporation" had Intelium refusing a fully supported Intel GPU with an "AMD detected" message. Word-boundary matching fixes it (and "Microsoft Corporation" / WARP now reads as unknown, not AMD).
  • Workstation Xeon iGPUs are supported.** HD Graphics P530, Iris Pro P580 (Gen 9) and HD/UHD Graphics P630 (Gen 9.5) fell through to the "too old" rule. They are the same silicon as their consumer twins and are now classified as such.
  • "Xeon" is not "Xe".** A CPU model embedded in the renderer string ("... (Xeon E3-1505M)") force-classified any iGPU as Gen 12 and handed it a Gen 12 worker budget. The Xe keyword now matches as a whole word only; a bare "Xe2" string is also recognised.
  • Vulkan (26.2) is handled honestly.** The 26.x build used to read the GPU through OpenGL calls unconditionally; under the Vulkan renderer there is no GL context, so detection silently failed with a misleading "unknown GPU vendor" — with a native-crash risk if LWJGL's runtime checks were off. Intelium now verifies a GL context exists before touching GL, retries briefly, and otherwise reports plainly that the GPU cannot be identified under Vulkan and stays inactive. No silent wrong answers, no crash path.

### Fixed — Adaptive Render Distance edge cases

  • Pinned at the target no longer means stuck forever.** With VSync or an FPS cap at your target (60 on a 60 Hz display), the "step back up" threshold (115% of target) was unreachable — one dip and the reduced distance survived to the end of the session on a machine holding its target perfectly. Sitting at the target now counts as (weaker) evidence of headroom: recovery happens on a doubled hold, still honouring the failure backoff.
  • Severe drops no longer cascade to the floor.** A two-chunk severe step now needs a full hold spent in the severe band itself, and is followed by a short settle window — so the rebuild churn of one step no longer reads as "still low" and feeds the next, shedding half your world for one bad moment.
  • The A/B benchmark no longer wipes the reduction.** The benchmark toggles Intelium itself; the controller read that as "feature turned off", dropped its reduction mid-run (a full chunk re-load, skewing the very measurement in progress) and re-reduced from scratch afterwards. The benchmark is now checked first and the reduction
...
[1.3.1] Intelium 1.3.1 by Unknown on Aug 11, 2026
Download
## English

  • Intelium 1.3.1 — the stabilization release.** No new levers this time: every feature that shipped in 1.3.0 got audited end to end, and this release fixes what the audit found — wrong GPU verdicts, an adaptive render distance that could get stuck or over-react, measurement poisoned by alt-tabs, and several ways a future Minecraft/Sodium change could have crashed the game instead of degrading gracefully. Supports Minecraft **1.21.11** and the **26.x** line.

### Fixed — GPU detection tells the truth on more machines

  • "Intel Corporation" is Intel.** The AMD check matched the letters "ati" inside "Corpor-ati-on", so a driver reporting the vendor as "Intel Corporation" had Intelium refusing a fully supported Intel GPU with an "AMD detected" message. Word-boundary matching fixes it (and "Microsoft Corporation" / WARP now reads as unknown, not AMD).
  • Workstation Xeon iGPUs are supported.** HD Graphics P530, Iris Pro P580 (Gen 9) and HD/UHD Graphics P630 (Gen 9.5) fell through to the "too old" rule. They are the same silicon as their consumer twins and are now classified as such.
  • "Xeon" is not "Xe".** A CPU model embedded in the renderer string ("... (Xeon E3-1505M)") force-classified any iGPU as Gen 12 and handed it a Gen 12 worker budget. The Xe keyword now matches as a whole word only; a bare "Xe2" string is also recognised.
  • Vulkan (26.2) is handled honestly.** The 26.x build used to read the GPU through OpenGL calls unconditionally; under the Vulkan renderer there is no GL context, so detection silently failed with a misleading "unknown GPU vendor" — with a native-crash risk if LWJGL's runtime checks were off. Intelium now verifies a GL context exists before touching GL, retries briefly, and otherwise reports plainly that the GPU cannot be identified under Vulkan and stays inactive. No silent wrong answers, no crash path.

### Fixed — Adaptive Render Distance edge cases

  • Pinned at the target no longer means stuck forever.** With VSync or an FPS cap at your target (60 on a 60 Hz display), the "step back up" threshold (115% of target) was unreachable — one dip and the reduced distance survived to the end of the session on a machine holding its target perfectly. Sitting at the target now counts as (weaker) evidence of headroom: recovery happens on a doubled hold, still honouring the failure backoff.
  • Severe drops no longer cascade to the floor.** A two-chunk severe step now needs a full hold spent in the severe band itself, and is followed by a short settle window — so the rebuild churn of one step no longer reads as "still low" and feeds the next, shedding half your world for one bad moment.
  • The A/B benchmark no longer wipes the reduction.** The benchmark toggles Intelium itself; the controller read that as "feature turned off", dropped its reduction mid-run (a full chunk re-load, skewing the very measurement in progress) and re-reduced from scratch afterwards. The benchmark is now checked first and the reduction
...
[1.3.0] Intelium 1.3.0 by Unknown on Aug 05, 2026
Download
## English

  • Intelium 1.3.0 — the Render Budget Engine.** This release folds together everything since 1.2.3: three brand-new optimizations that live *inside* the render path, the adaptive chunk-reload fix, the menu-blur GPU saver, and the Ice Lake / virtual-GPU detection work that shipped without ever being written up. Supports Minecraft **1.21.11** and the **26.x** line (26.1 → 26.2, including the Vulkan renderer).

Until now every Intelium lever was a vanilla setting flipped on your behalf — useful, but nothing you could not have flipped yourself. The three systems below are ours, and none of them exists in the vanilla menu.


### New — Smart Entity Culling

Vanilla's "Entity Distance" is a single multiplier applied to everything alike: a dropped item and an ender dragon disappear at the same range. But what costs you frames is draw calls for things you cannot see, and whether you can see something depends on how big it lands **on your screen** — its real size over its distance, scaled by your field of view and your resolution.

So Intelium culls by apparent size. For every entity it works out how many pixels tall it actually covers and skips the ones below a threshold (Light 6 px, Balanced 12 px, Aggressive 24 px). At 1080p and 70° FOV on Balanced, a dropped item or an XP orb stops drawing past about 16 blocks — where it was three pixels of noise — while a zombie keeps drawing past 100. Small-and-far is exactly the population that is numerous and worthless to draw, and it is the only population this touches.

Nothing within 12 blocks is ever culled. Players and name-tagged entities are always drawn, so nothing you needed to read disappears.

### New — Block Entity Budget

Chests, signs, banners, beds, skulls and shulker boxes are the one part of the world Sodium cannot bake into the chunk mesh: each is walked and drawn on its own, every single frame. An open field has none of them. A storage room has six hundred — which is why the frame rate falls off a cliff in exactly the base you spent a month building.

Intelium caps how many are drawn per frame (Light 512, Balanced 256, Aggressive 128) and drops the ones far enough away to be a smudge. An ordinary scene has a few dozen and never comes near the ceiling.

### New — Particle Burst Limiter

Ordinary play spawns a handful of particles a tick and never notices this. A TNT chain or a splash-potion volley spawns thousands in a single tick, and every one of them then costs CPU to tick and GPU to draw for its whole lifetime — which is why the frame rate stays down for seconds *after* the bang, not just during it.

Intelium caps new spawns per tick (Light 1024, Balanced 512, Aggressive 256). The explosion still looks like an explosion; the freeze that used to follow it stops happening.

### New — Adaptive Budgets

All three tighten further when your frame rate falls short of the Adaptive FPS Target, and relax again the moment it recovers — at worst doubling the culling threshold and halving th
...
[1.3.0] Intelium 1.3.0 by Unknown on Aug 05, 2026
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## English

  • Intelium 1.3.0 — the Render Budget Engine.** This release folds together everything since 1.2.3: three brand-new optimizations that live *inside* the render path, the adaptive chunk-reload fix, the menu-blur GPU saver, and the Ice Lake / virtual-GPU detection work that shipped without ever being written up. Supports Minecraft **1.21.11** and the **26.x** line (26.1 → 26.2, including the Vulkan renderer).

Until now every Intelium lever was a vanilla setting flipped on your behalf — useful, but nothing you could not have flipped yourself. The three systems below are ours, and none of them exists in the vanilla menu.


### New — Smart Entity Culling

Vanilla's "Entity Distance" is a single multiplier applied to everything alike: a dropped item and an ender dragon disappear at the same range. But what costs you frames is draw calls for things you cannot see, and whether you can see something depends on how big it lands **on your screen** — its real size over its distance, scaled by your field of view and your resolution.

So Intelium culls by apparent size. For every entity it works out how many pixels tall it actually covers and skips the ones below a threshold (Light 6 px, Balanced 12 px, Aggressive 24 px). At 1080p and 70° FOV on Balanced, a dropped item or an XP orb stops drawing past about 16 blocks — where it was three pixels of noise — while a zombie keeps drawing past 100. Small-and-far is exactly the population that is numerous and worthless to draw, and it is the only population this touches.

Nothing within 12 blocks is ever culled. Players and name-tagged entities are always drawn, so nothing you needed to read disappears.

### New — Block Entity Budget

Chests, signs, banners, beds, skulls and shulker boxes are the one part of the world Sodium cannot bake into the chunk mesh: each is walked and drawn on its own, every single frame. An open field has none of them. A storage room has six hundred — which is why the frame rate falls off a cliff in exactly the base you spent a month building.

Intelium caps how many are drawn per frame (Light 512, Balanced 256, Aggressive 128) and drops the ones far enough away to be a smudge. An ordinary scene has a few dozen and never comes near the ceiling.

### New — Particle Burst Limiter

Ordinary play spawns a handful of particles a tick and never notices this. A TNT chain or a splash-potion volley spawns thousands in a single tick, and every one of them then costs CPU to tick and GPU to draw for its whole lifetime — which is why the frame rate stays down for seconds *after* the bang, not just during it.

Intelium caps new spawns per tick (Light 1024, Balanced 512, Aggressive 256). The explosion still looks like an explosion; the freeze that used to follow it stops happening.

### New — Adaptive Budgets

All three tighten further when your frame rate falls short of the Adaptive FPS Target, and relax again the moment it recovers — at worst doubling the culling threshold and halving th
...
[1.2.3] Intelium 1.2.3 by Unknown on Jul 15, 2026
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## English

  • Faster FPS recovery release** — this update makes the FPS Intelium wins for you arrive sooner and stick around longer: the adaptive controller now reacts ~4× faster when frame rates collapse, and a new Menu FPS Limit stops menus from burning your iGPU's power budget. Supports Minecraft **1.21.11** and the **26.x** line (26.1 → 26.2, including the Vulkan renderer).

### Improved — Adaptive Render Distance reacts faster when it really hurts
When your FPS falls far below the target (under ~60% of it — a jungle village, a mob farm, a redstone burst), waiting the full 2-second hold and stepping one chunk at a time left the game slideshow-ing for many seconds. In that severe band the controller now halves the hold window and sheds **two chunks per step**, so playable frame rates come back roughly **4× sooner**. Everything that made it trustworthy is unchanged: hysteresis, the half-your-setting floor, slow single-step recovery, and full restore when turned off.

### New — Menu FPS Limit (Adaptive Performance group)
Menus (pause screen, inventory, settings) redraw the whole frame at full rate even though nothing on screen needs it. The new **Menu FPS Limit** (10–60 FPS, off by default) caps the frame rate while a menu is open — pure GPU/CPU savings, and on an iGPU it also frees the shared power budget so the game is cooler the moment you close the menu. Your own FPS limit is restored the instant the menu closes, and the lever steps aside automatically when Dynamic FPS or FPS Reducer is installed. While a menu is capped, the adaptive controller ignores the (artificially low) FPS readings, so the two features never fight.

All existing levers (chunk-worker tuning, fast chunk loading, the GPU Savers group, live render tweaks, background FPS limit) are unchanged and still capture & restore your original settings — even across a restart.

Two jars: Intelium-v1.2.3-1.21.11.jar (Java 21) or Intelium-v1.2.3-26.x.jar (Java 25). Full Türkçe and English localisation. Verified compatible with GPUTape, AsyncParticles, Dynamic FPS and FPS Reducer.

## Türkçe (Turkish)

  • Daha hızlı FPS toparlama sürümü** — bu güncelleme Intelium'un senin için kazandığı FPS'i daha erken getiriyor ve daha uzun tutuyor: uyarlanabilir denetleyici kare hızı çöktüğünde artık ~4 kat daha hızlı tepki veriyor ve yeni Menü FPS Sınırı menülerin iGPU güç bütçeni yakmasını engelliyor. Minecraft **1.21.11** ve **26.x** serisi (26.1 → 26.2, Vulkan dahil) desteklenir.

### İyileştirildi — Uyarlanabilir Görüş Mesafesi gerçekten gerektiğinde daha hızlı tepki veriyor
FPS'in hedefin çok altına düştüğünde (~%60'ının altı — bir orman köyü, bir mob çiftliği, bir redstone patlaması), tam 2 saniyelik beklemeyi bekleyip her seferinde tek chunk düşürmek oyunu saniyelerce slayt gösterisinde bırakıyordu. Bu ağır bölgede denetleyici artık bekleme süresini yarıya indiriyor ve **adım başına iki chunk** düşürüyor; oynanabilir kare hızları kabaca **4 kat daha erken** geri geliyor. Onu güvenilir yapan
...
[1.2.3] Intelium 1.2.3 by Unknown on Jul 15, 2026
Download
## English

  • Faster FPS recovery release** — this update makes the FPS Intelium wins for you arrive sooner and stick around longer: the adaptive controller now reacts ~4× faster when frame rates collapse, and a new Menu FPS Limit stops menus from burning your iGPU's power budget. Supports Minecraft **1.21.11** and the **26.x** line (26.1 → 26.2, including the Vulkan renderer).

### Improved — Adaptive Render Distance reacts faster when it really hurts
When your FPS falls far below the target (under ~60% of it — a jungle village, a mob farm, a redstone burst), waiting the full 2-second hold and stepping one chunk at a time left the game slideshow-ing for many seconds. In that severe band the controller now halves the hold window and sheds **two chunks per step**, so playable frame rates come back roughly **4× sooner**. Everything that made it trustworthy is unchanged: hysteresis, the half-your-setting floor, slow single-step recovery, and full restore when turned off.

### New — Menu FPS Limit (Adaptive Performance group)
Menus (pause screen, inventory, settings) redraw the whole frame at full rate even though nothing on screen needs it. The new **Menu FPS Limit** (10–60 FPS, off by default) caps the frame rate while a menu is open — pure GPU/CPU savings, and on an iGPU it also frees the shared power budget so the game is cooler the moment you close the menu. Your own FPS limit is restored the instant the menu closes, and the lever steps aside automatically when Dynamic FPS or FPS Reducer is installed. While a menu is capped, the adaptive controller ignores the (artificially low) FPS readings, so the two features never fight.

All existing levers (chunk-worker tuning, fast chunk loading, the GPU Savers group, live render tweaks, background FPS limit) are unchanged and still capture & restore your original settings — even across a restart.

Two jars: Intelium-v1.2.3-1.21.11.jar (Java 21) or Intelium-v1.2.3-26.x.jar (Java 25). Full Türkçe and English localisation. Verified compatible with GPUTape, AsyncParticles, Dynamic FPS and FPS Reducer.

## Türkçe (Turkish)

  • Daha hızlı FPS toparlama sürümü** — bu güncelleme Intelium'un senin için kazandığı FPS'i daha erken getiriyor ve daha uzun tutuyor: uyarlanabilir denetleyici kare hızı çöktüğünde artık ~4 kat daha hızlı tepki veriyor ve yeni Menü FPS Sınırı menülerin iGPU güç bütçeni yakmasını engelliyor. Minecraft **1.21.11** ve **26.x** serisi (26.1 → 26.2, Vulkan dahil) desteklenir.

### İyileştirildi — Uyarlanabilir Görüş Mesafesi gerçekten gerektiğinde daha hızlı tepki veriyor
FPS'in hedefin çok altına düştüğünde (~%60'ının altı — bir orman köyü, bir mob çiftliği, bir redstone patlaması), tam 2 saniyelik beklemeyi bekleyip her seferinde tek chunk düşürmek oyunu saniyelerce slayt gösterisinde bırakıyordu. Bu ağır bölgede denetleyici artık bekleme süresini yarıya indiriyor ve **adım başına iki chunk** düşürüyor; oynanabilir kare hızları kabaca **4 kat daha erken** geri geliyor. Onu güvenilir yapan
...
[1.2.2] Intelium 1.2.2 by Unknown on Jul 15, 2026
Download
## English

  • Adaptive Performance release** — Intelium now reacts to your FPS in real time instead of only applying static tweaks. Three new real levers (no placebos, applied live, fully reversible), built on the techniques proven by Dynamic FPS and the adaptive-render-distance family of mods. Supports Minecraft **1.21.11** and the **26.x** line (26.1 → 26.2, including the Vulkan renderer).

### New — "Adaptive Performance" group
  • Adaptive Render Distance** — set an FPS target (30–120); when your FPS stays below it, Intelium steps the render distance down one chunk at a time, and steps it back up when there is sustained headroom. Hysteresis + hold timers mean a short dip (a GC pause, a chunk-build burst) never triggers a step, and it never goes below half your own setting. Your distance is restored the moment you turn it off.
  • Background FPS Limit** — caps the frame rate while the game window is unfocused. On an iGPU this is a double win: background frames stop burning the shared CPU/GPU power budget, so the game also comes back cooler when you return. Your own FPS limit is restored the instant the window regains focus. Steps aside automatically when Dynamic FPS or FPS Reducer is installed.
  • Max Simulation Distance** (GPU Savers) — caps the simulation distance downward, cutting the per-tick CPU cost in singleplayer; on power-shared iGPUs, a cooler CPU means faster frames.

### Why these work
Render distance is the single most reliable FPS lever there is — but a static cap is either too tight on a quiet plain or too loose in a jungle village. The adaptive controller measures a 5-second rolling average and keeps the world as large as your machine can afford *right now*. The background limiter uses the same approach Dynamic FPS proved: frames nobody is looking at are pure waste — on Intel iGPUs they also steal power from the CPU.

All existing levers (chunk-worker tuning, fast chunk loading, the GPU Savers group, live render tweaks) are unchanged and still capture & restore your original settings — even across a restart.

Two jars: Intelium-v1.2.2-1.21.11.jar (Java 21) or Intelium-v1.2.2-26.x.jar (Java 25). Full Türkçe and English localisation. Verified compatible with GPUTape, AsyncParticles, Dynamic FPS and FPS Reducer.

## Türkçe (Turkish)

  • Uyarlanabilir Performans sürümü** — Intelium artık yalnızca statik ayarlar uygulamakla kalmıyor, FPS'ine gerçek zamanlı tepki veriyor. Üç yeni gerçek kol (placebo yok, canlı uygulanır, tamamen geri alınabilir); Dynamic FPS ve uyarlanabilir görüş mesafesi modlarının kanıtladığı tekniklerle. Minecraft **1.21.11** ve **26.x** serisi (26.1 → 26.2, Vulkan dahil) desteklenir.

### Yeni — "Uyarlanabilir Performans" grubu
  • Uyarlanabilir Görüş Mesafesi** — bir FPS hedefi belirle (30–120); FPS'in bunun altında kaldığında Intelium görüş mesafesini her seferinde bir chunk düşürür, kalıcı alan açıldığında geri yükseltir. Histerezis + bekleme sayaçları sayesinde kısa bir düşüş (GC duraklaması, chunk-build
...
[1.2.2] Intelium 1.2.2 by Unknown on Jul 15, 2026
Download
## English

  • Adaptive Performance release** — Intelium now reacts to your FPS in real time instead of only applying static tweaks. Three new real levers (no placebos, applied live, fully reversible), built on the techniques proven by Dynamic FPS and the adaptive-render-distance family of mods. Supports Minecraft **1.21.11** and the **26.x** line (26.1 → 26.2, including the Vulkan renderer).

### New — "Adaptive Performance" group
  • Adaptive Render Distance** — set an FPS target (30–120); when your FPS stays below it, Intelium steps the render distance down one chunk at a time, and steps it back up when there is sustained headroom. Hysteresis + hold timers mean a short dip (a GC pause, a chunk-build burst) never triggers a step, and it never goes below half your own setting. Your distance is restored the moment you turn it off.
  • Background FPS Limit** — caps the frame rate while the game window is unfocused. On an iGPU this is a double win: background frames stop burning the shared CPU/GPU power budget, so the game also comes back cooler when you return. Your own FPS limit is restored the instant the window regains focus. Steps aside automatically when Dynamic FPS or FPS Reducer is installed.
  • Max Simulation Distance** (GPU Savers) — caps the simulation distance downward, cutting the per-tick CPU cost in singleplayer; on power-shared iGPUs, a cooler CPU means faster frames.

### Why these work
Render distance is the single most reliable FPS lever there is — but a static cap is either too tight on a quiet plain or too loose in a jungle village. The adaptive controller measures a 5-second rolling average and keeps the world as large as your machine can afford *right now*. The background limiter uses the same approach Dynamic FPS proved: frames nobody is looking at are pure waste — on Intel iGPUs they also steal power from the CPU.

All existing levers (chunk-worker tuning, fast chunk loading, the GPU Savers group, live render tweaks) are unchanged and still capture & restore your original settings — even across a restart.

Two jars: Intelium-v1.2.2-1.21.11.jar (Java 21) or Intelium-v1.2.2-26.x.jar (Java 25). Full Türkçe and English localisation. Verified compatible with GPUTape, AsyncParticles, Dynamic FPS and FPS Reducer.

## Türkçe (Turkish)

  • Uyarlanabilir Performans sürümü** — Intelium artık yalnızca statik ayarlar uygulamakla kalmıyor, FPS'ine gerçek zamanlı tepki veriyor. Üç yeni gerçek kol (placebo yok, canlı uygulanır, tamamen geri alınabilir); Dynamic FPS ve uyarlanabilir görüş mesafesi modlarının kanıtladığı tekniklerle. Minecraft **1.21.11** ve **26.x** serisi (26.1 → 26.2, Vulkan dahil) desteklenir.

### Yeni — "Uyarlanabilir Performans" grubu
  • Uyarlanabilir Görüş Mesafesi** — bir FPS hedefi belirle (30–120); FPS'in bunun altında kaldığında Intelium görüş mesafesini her seferinde bir chunk düşürür, kalıcı alan açıldığında geri yükseltir. Histerezis + bekleme sayaçları sayesinde kısa bir düşüş (GC duraklaması, chunk-build
...
[1.2.1] Intelium 1.2.1 by Unknown on Jul 03, 2026
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## English

Polish release: five new real FPS levers, a smarter overlay, and important bug fixes. Supports Minecraft **1.21.11** and the **26.x** line (26.1 → 26.2, including the Vulkan renderer).

### New settings — a whole "GPU Savers" group
Every option is a real, wired lever (no placebos), applied live and fully reversible:
  • Clouds** (Don't Touch / Fast / Off) — clouds are a translucent layer redrawn every frame, pure overdraw on an iGPU.
  • Fast Graphics** — forces the vanilla Graphics setting to Fast; one of the biggest single FPS wins on weak iGPUs.
  • Disable Smooth Lighting** — skips per-vertex ambient occlusion during chunk meshing: cheaper chunk builds, fewer streaming hitches.
  • Force VSync Off** — uncaps FPS from your display's refresh rate while Intelium is active.
  • Max Render Distance** — caps render distance downward (never raises it); the most reliable FPS lever there is.
  • Frame-time overlay line** — the FPS test overlay can now show current + average frame time in milliseconds (1.21.11 jar).

### Fixes
  • Your settings are truly yours again:** captured originals are now persisted, so turning a tweak (or Intelium) off restores *your* values even across a game restart. Previously the forced values could end up saved into options.txt.
  • The master switch is honoured at startup** — disabling Intelium no longer silently re-enables it on the next launch.
  • A corrupted intelium.json can no longer crash the game** — bad configs fall back to defaults, saves are atomic (no half-written files), and hand-edited values are clamped to valid ranges.

Two jars: Intelium-v1.2.1-1.21.11.jar (Java 21) or Intelium-v1.2.1-26.x.jar (Java 25). Full Türkçe and English localisation. Verified compatible with GPUTape and AsyncParticles.

## Türkçe (Turkish)

Cila sürümü: beş yeni gerçek FPS kolu, daha akıllı bir overlay ve önemli hata düzeltmeleri. Minecraft **1.21.11** ve **26.x** serisi (26.1 → 26.2, Vulkan dahil) desteklenir.

### Yeni ayarlar — yepyeni bir "GPU Tasarrufları" grubu
Her seçenek gerçek, bağlı bir koldur (placebo yok), canlı uygulanır ve tamamen geri alınabilir:
  • Bulutlar** (Dokunma / Hızlı / Kapalı) — bulutlar her kare yeniden çizilen yarı saydam bir katmandır, iGPU'da saf overdraw.
  • Hızlı Grafikler** — vanilla Grafik ayarını Hızlı'ya zorlar; zayıf iGPU'lardaki en büyük tekil FPS kazançlarından biri.
  • Yumuşak Aydınlatmayı Kapat** — chunk meshing'deki köşe başına ambient occlusion'ı atlar: daha ucuz chunk build'leri, daha az takılma.
  • VSync'i Kapat** — Intelium etkinken FPS'i ekranın yenileme hızından kurtarır.
  • Maks Görüş Mesafesi** — görüş mesafesini yalnızca aşağı doğru sınırlar (asla yükseltmez); var olan en güvenilir FPS kolu.
  • Kare süresi satırı** — FPS test overlay'i artık anlık + ortalama kare süresini milisaniye olarak gösterebilir (1.21.11 jar'ı).

### Düzeltmeler
  • Ayarların artık gerçekten senin:** yakalanan orijinal değerler kalıcı hale getirildi; bir ayarı (veya Intelium'u) kapat
...
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