🛡️ Smart Particles is a lightweight client-side optimization mod designed to improve frame-rate stability in particle-heavy environments.
Instead of simply preventing new particles from spawning when Minecraft becomes overloaded, Smart Particles intelligently manages active particles by prioritizing effects that are closer to the player and more relevant to what you can actually see.
It works with both vanilla particles and particles added by other mods.
✨ Features
Smart Particle Culling:
Instead of randomly deleting particles, Smart Particles evaluates particle distance relative to the player and prioritizes keeping nearby effects. Less important distant particles are removed first when the configured limit is exceeded.
Smart Camera Culling:
Particles significantly outside the camera view can be removed early, reducing unnecessary particle processing behind or away from the player.
🧠 Pro tip: If you notice unwanted particle pop-in while Smart Camera Culling is enabled, you can disable it independently while still keeping the global particle limit active.
Hard Cap Protection:
Prevents extreme particle counts from overwhelming the client by enforcing a configurable maximum number of active particles.
This can help reduce FPS drops caused by:
- Large explosions
- Mob farms
- Weather effects
- Particle-heavy biomes
- Modded spell effects
- Particle emitters
- Heavily modded environments
Performance Optimized:
Smart Particles is designed to keep its own processing overhead low.
Recent versions include:
- Lightweight O(n) processing while particle counts remain below the configured limit
- Reduced temporary memory allocations
- Cached camera and FOV calculations
- More efficient particle position checks
- Reduced temporary object retention
- Improved handling of very large particle counts
The more expensive nearest-particle selection logic only runs when the configured particle limit is actually exceeded.
Fully Configurable:
The default particle limit is 5,000, but you can increase or decrease it depending on your hardware, modpack, and preferences.
Mod Menu Integration:
Fabric users can optionally install Mod Menu for convenient access to the Smart Particles configuration screen.
Client-Side:
Smart Particles runs entirely on the client. Servers do not need the mod installed.
Compatibility:
Designed to work alongside other mods that add or modify particles. Most mods using Minecraft's normal particle system should work without additional configuration.
Mods tested and compatible with Smart Particles:
- Particle Effects
- Particle Moths
- Particle Rain
- Particle Tweaks
- Particle Core
- Particular
- Visuality
- Particle Interactions
- Effective
- Subtle Effects
- Falling Leaves
- Cave Dust
- Wakes
- Vanilla Fireflies
- Cool Rain
- Better Combat
- Async Particles
- ...and more!
Almost all mods using Minecraft's standard particle system should be compatible.
⚙️ Configuration
You can adjust the particle limit through the in-game configuration screen where supported, or by editing the configuration file directly.
- Default Particle Limit: 5000
- Smart Camera Culling: True by default
Modern config location:
.minecraft/config/smart_particles/config.json
Older Smart Particles versions may use:
.minecraft/config/smartparticles.cfg
The older config path is only relevant to older Minecraft releases.
📦 Fabric
Required:
- Fabric Loader
Optional:
- Mod Menu for easy access to the configuration screen
Fabric API and Cloth Config are not required by Smart Particles on Minecraft 26.2.
Some older Smart Particles releases may have different dependency requirements, so check the requirements for the specific file you are downloading.
📦 NeoForge
NeoForge versions only require the appropriate NeoForge loader.
The Smart Particles configuration screen is integrated with the Mods menu.
📦 Forge
Older Forge versions only require the appropriate Forge loader, unless otherwise specified on the individual release.
🚀 Minecraft 26.2 Performance Improvements
The Minecraft 26.2 release includes several internal optimizations:
- Added a faster processing path when the current particle count is below the configured limit
- Reduced temporary allocations during particle processing
- Reused camera direction data instead of recreating it every tick
- Cached FOV calculations until the player's FOV changes
- Reduced repeated particle-coordinate lookups
- Improved cleanup of temporary particle-selection data
- Improved memory behavior after lowering the configured particle limit
- Added protection against invalid or excessively large configuration values
- Improved recovery from malformed configuration files
These changes are designed to reduce the amount of work Smart Particles performs during normal gameplay while preserving its intelligent particle-prioritization behavior.
🔧 Supported Loaders
Smart Particles has releases available for:
Fabric • NeoForge • Forge
Loader availability depends on the Minecraft version you are using.
📖 Open Source
Smart Particles is open-source and available under the MIT License.
Feel free to:
- Use it in modpacks
- View and modify the source
- Distribute modified versions in accordance with the license
- Report issues or compatibility problems
If you enjoy the mod, please consider supporting the project!
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- Added support for Minecraft Java Edition 26.2.
- Ported Smart Particles to the Minecraft 26.2 NeoForge APIs.
- Improved performance when the active particle count is below the configured limit.
- Reduced temporary allocations during particle counting, camera culling, and particle selection.
- Reused camera direction and field-of-view calculations instead of recalculating them for every particle.
- Improved cleanup of temporary particle-selection buffers.
- Improved behavior when the configured particle limit is reduced.
- Added safer configuration validation and recovery from invalid configuration files.
- Updated Smart Camera Culling for Minecraft 26.2.
- Added native NeoForge configuration-screen integration.
### Requirements
- Minecraft Java Edition 26.2
- NeoForge 26.2.0.67 or newer within the Minecraft 26.2 release line
- Java 25
No additional dependencies are required.
Smart Particles has been updated for Minecraft 26.2 with compatibility fixes and several performance improvements.
### Changes
- Added support for Minecraft 26.2
- Updated for Java 25 and the latest loader APIs
- Improved particle-culling performance when the particle count is below the configured limit
- Reduced temporary memory allocations during particle processing
- Cached camera and FOV calculations to reduce repeated work
- Improved cleanup of temporary particle-selection data to reduce memory retention
- Improved handling of very high particle limits
- Added protection against malformed or invalid configuration files
- Updated the configuration screen for Minecraft 26.2
- Fixed compatibility with Minecraft 26.2 particle, camera, and GUI API changes
### Performance
- Smart Particles now avoids running the more expensive nearest-particle selection algorithm unless the configured particle limit is actually exceeded.
- Normal under-limit particle processing is now handled through a lighter O(n) path.
- Particle positions and camera information are accessed more efficiently during culling.
- Defaults remain unchanged**
- Particle Limit: 5,000
- Smart Camera Culling: Enabled
Existing configuration files remain compatible.
FIX: Resolved a java.util.ConcurrentModificationException crash occurring during the particle culling pass.
CHANGED: Rewrote the culling logic to use safe reverse-iteration and list snapshotting, preventing crashes when particles are removed unexpectedly.
IMPROVED: Added synchronization to the EffectRenderer to improve compatibility and thread safety with other mods.
### Smart Particles - Performance & Visuals Update
- Performance Overhaul**
Reduced Lag Spikes (GC Optimization): Implemented Object Caching for internal heap arrays. The mod no longer allocates large arrays every tick, drastically reducing Garbage Collection pressure and eliminating micro-stutters.
Faster Culling (Single-Pass): Implemented Single-Pass Culling using an Iterator. Invisible or low-priority particles are now removed immediately during the initial scoring loop, often allowing the mod to skip the cleanup pass entirely.
Math Skipping: Added Frustum Math Skipping. Expensive vector calculations are now bypassed if a particle is already deemed "protected" (e.g., inside the rain radius), saving CPU cycles.
- Visual Improvements**
Better Weather Rendering: Implemented a dynamic protection threshold. Rain and thunder particles are now protected within a 23-block radius (up from 4 blocks) to prevent atmospheric effects from disappearing or flickering near screen edges.
Tweaked Default Protection: The default safety radius for close-up particles (like breaking blocks) has been slightly increased to 5 blocks (up from 4) to ensure consistency.
- Bug Fixes**
Rain Culling: Fixed an issue where frustum culling would remove active rain particles that were technically off-screen but part of the visible weather effect.
### Smart Particles - Performance & Visuals Update
- Performance Overhaul**
Reduced Lag Spikes (GC Optimization): Implemented Object Caching for internal heap arrays. The mod no longer allocates large arrays every tick, drastically reducing Garbage Collection pressure and eliminating micro-stutters.
Faster Culling (Single-Pass): Implemented Single-Pass Culling using an Iterator. Invisible or low-priority particles are now removed immediately during the initial scoring loop, often allowing the mod to skip the cleanup pass entirely.
Math Skipping: Added Frustum Math Skipping. Expensive vector calculations are now bypassed if a particle is already deemed "protected" (e.g., inside the rain radius), saving CPU cycles.
- Visual Improvements**
Better Weather Rendering: Implemented a dynamic protection threshold. Rain and thunder particles are now protected within a 23-block radius (up from 4 blocks) to prevent atmospheric effects from disappearing or flickering near screen edges.
Tweaked Default Protection: The default safety radius for close-up particles (like breaking blocks) has been slightly increased to 5 blocks (up from 4) to ensure consistency.
- Bug Fixes**
Rain Culling: Fixed an issue where frustum culling would remove active rain particles that were technically off-screen but part of the visible weather effect.
### Smart Particles - Performance & Visuals Update
- Performance Overhaul**
Reduced Lag Spikes (GC Optimization): Implemented Object Caching for internal heap arrays. The mod no longer allocates large arrays every tick, drastically reducing Garbage Collection pressure and eliminating micro-stutters.
Faster Culling (Single-Pass): Implemented Single-Pass Culling using an Iterator. Invisible or low-priority particles are now removed immediately during the initial scoring loop, often allowing the mod to skip the cleanup pass entirely.
Math Skipping: Added Frustum Math Skipping. Expensive vector calculations are now bypassed if a particle is already deemed "protected" (e.g., inside the rain radius), saving CPU cycles.
- Visual Improvements**
Better Weather Rendering: Implemented a dynamic protection threshold. Rain and thunder particles are now protected within a 23-block radius (up from 4 blocks) to prevent atmospheric effects from disappearing or flickering near screen edges.
Tweaked Default Protection: The default safety radius for close-up particles (like breaking blocks) has been slightly increased to 5 blocks (up from 4) to ensure consistency.
- Bug Fixes**
Rain Culling: Fixed an issue where frustum culling would remove active rain particles that were technically off-screen but part of the visible weather effect.
### Smart Particles - Performance & Visuals Update
- Performance Overhaul**
Reduced Lag Spikes (GC Optimization): Implemented Object Caching for internal heap arrays. The mod no longer allocates large arrays every tick, drastically reducing Garbage Collection pressure and eliminating micro-stutters.
Faster Culling (Single-Pass): Implemented Single-Pass Culling using an Iterator. Invisible or low-priority particles are now removed immediately during the initial scoring loop, often allowing the mod to skip the cleanup pass entirely.
Math Skipping: Added Frustum Math Skipping. Expensive vector calculations are now bypassed if a particle is already deemed "protected" (e.g., inside the rain radius), saving CPU cycles.
- Visual Improvements**
Better Weather Rendering: Implemented a dynamic protection threshold. Rain and thunder particles are now protected within a 23-block radius (up from 4 blocks) to prevent atmospheric effects from disappearing or flickering near screen edges.
Tweaked Default Protection: The default safety radius for close-up particles (like breaking blocks) has been slightly increased to 5 blocks (up from 4) to ensure consistency.
- Bug Fixes**
Rain Culling: Fixed an issue where frustum culling would remove active rain particles that were technically off-screen but part of the visible weather effect.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.
- Fixed Third-Person Culling: Updated the frustum calculation to use the active render camera instead of the player entity's rotation. This ensures particles in front of the camera are visible even when the player character is facing a different direction (e.g., in third-person front/back views).
- Added Protection Radius: Implemented a 4-block safety zone around the player entity. Particles within this distance are now strictly excluded from frustum culling, ensuring close-range effects are preserved regardless of the camera angle.