
Nvidium is a replacement rendering backend for sodium that uses nvidia only opengl extensions to increase fps by a significant amount.
Compatibility
This mod explicitly requires an nvidia gpu that supports mesh shaders. This feature was introduced in turing architecture, anything that is a 16xx series or newer (20xx series also works) that supports mesh shaders.
Q: Will this mod work on my non-Nvidia system?
A: No, the mod is not functional on non-Nvidia systems, but the Nvidium will automatically disable itself. Your gameplay will not be affected.
Warning
This mod uses uncommon technology (mesh shaders). This may result in minecraft terminating unexpectedly.
How does it work
With mesh shaders, a near fully gpu driven rendering pipeline is used, enabling very fast and performant geometry culling of terrain meaning your gpu can work much more efficiently.
Requires sodium to run
Disables itself when iris is actively using shaders

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- Fixing translucent pass not drawing properly
- Support for sodium 0.9.2
- Support for minecraft 26.3
- Support for sodium 0.9.2
- Support for sodium 0.9.2
- Fix B3D caching invalid GlProgram
- Fix translucency sorting sodium
- Fix depth test
- Update to Sodium 0.9.1
- Optimizing region & section rasters
- Minecraft 26.2 support
- Sodium 0.9.1 support
- Bump to MC 26.1.X
- Update to sodium 0.7.3
- Fix geometryPlanes is null crash
- Fix sodium translucency sorting
- Making GLSL code standard
- Fix segfault in sodiumCompatibilityResult
- Fix beacon rendering with async BFS
- Update to sodium 0.7.3
- Fix geometryPlanes is null crash
- Fix sodium translucency sorting
- Making GLSL code standard
- Fix segfault in sodiumCompatibilityResult
- Fix beacon rendering with async BFS
- Bump to Sodium 0.8.12
- Fix geometryPlanes is null crash
- Merge translucency pool into terrain pool, should make memory usage clearer for Linux users
- Fix translucent pass keeping drawing when teleporting
- Fix temporal coherence using the wrong command buffer (huuuge perf diff)
- Rework all shader debug F3 timings
- New sampling support (Anisotropic/RGSS)
- New command buffer builder (should win a bit of performance)
- Update to sodium 0.6.13
- New translucency sorting option Sodium
- Fixing rare crash due to a conflict with Iris mixin
- Fixing Mipmaps
- Fix fog on RD < 32
- New option Use sodium vertex format better vertex accuracy and should fix texture bleeding at expense of vram (+25%)
- Fixing degen triangle culler (holes in the ground on superflat)
- New option Cull degenerate triangles to disable degen triangle culling
- New statistics option Culled triangles showing how many triangles got culled in F3
- Option to toogle NV fragment shader barycentric
- Fixing texture bleed using NV fragment shader barycentric
- Proper fog using NV fragment shader barycentric
- Transluscent pass can use NV fragment shader barycentric
- FrameTime profiler
- Fix incompatibility with Figura mod (thx to @Riflusso)
- Up to 35% performance improvement
- Removed vertex attributes and implemented quad pulling in fragment shader
- Implemented subpixel micro-triangle culling
- Fixed lighting being brighter than vanilla/sodium
- Fixed issue where memory could not be unloaded fast enough leading to crash
- Fixed world icon not generating
- Fixed accidental unmarking of non resident buffer in PersistentClientMappedBuffer
- Fixed issues with lambdadynamiclights
- More error tracking and logging
- Added commit hash to f3
- Cleaned up f3 info
- Improved quad lighting precision
- Respect sodium block face culling option
- Sodium 0.5.11 compat
- Compacted f3 debug information to take up less screenspace
- Updated to sodium 0.5.9
- Updated to minecraft 1.21
- Fix memory leak
- Update to Minecraft 1.20.6
- Add support for sodium 0.5.7/0.5.8
- Patch for translucency graphics corruption
- Possible small performance increase
- Fix for embeddium change in texture precision
- Fix: terrain not loading when in spectator
- Change: new async uploader, should prevent crashes with multiviewport mods
- Add: partial resource usage tracking (detects if stuff is not freed when its ment to)
- Updated to sodium 0.5.5
- Slight speedup when updating sections of the same size
- Added temporary workaround for a very strange memory upload issue
- Hopefully fixed the geometry corruption when doing quad sorting
- Reverted fix for multi viewport rendering mods as it causes crashes
- Fixed memory leak and other weird behavior when clearing sections
- Added translucency sorting!, This comes in three modes:
- None: doesnt do translucency sorting (no perf impact)
- Sections: sorts sections (minimal perf impact)
- Quads: does incremental quad sorting (small perf impact) (this is the default)
- Rewrote the section and region manager (should reduce stuttering alot when loading alot of chunks)
- Fixed high positions not rendering
- Fixed fog disabling from sodium extra not working
- Reduced transfer buffer size by 224 mb
- Fixed transfer buffer crashing when fill
- Added api to disable specific chunks from rendering
- Added async occlusion culling, boosting chunk building speed to insane levels, and removing the performance impact of turning your camera
- Multitude of bug fixes and performance improvements
- Statistics so you can see how much stuff is rendering
- A disable option to fully disable nvidium if you need
- Update to sodium 0.5.3
- Support for sodium 0.5.2
- Optimized section loading to do work in worker thread
- Fix for flickering on linux with new nvidia drivers (hopefully)
- Fix for leaves being funky when iris is installed
- Fixs for a multitude of small issues with memory management