《▓ TaCZ:Accel ▓》
V1.3.0 | Forge 1.20.1 | NeoForge & Fabric 1.21.1
《▒ What It Does ▒》
TaCZ:Accel is a performance addon for TaCZ. It cuts down repeated rendering, animation, attachment, bullet and resource work that really does not need to happen every frame.
Same guns, same animations, same bullet behaviour. Just less CPU and RAM abuse, especially with bigger gunpacks :DDD
Basically TaCZ, except it stops bullying your PC so much xd.
《▒ V1.3.0 ▒》
- One OmniJar for Forge 1.20.1, NeoForge 1.21.1 and Fabric 1.21.1.
- GPU resident gun geometry, direct skinning and automatic CPU/GPU selection for supported render paths.
- Reusable bone, animation, scope and attachment caches without freezing live animation.
- Cheaper bullet collision checks and fewer temporary hitbox allocations.
- TaCZ Mesh Loader 0.1.8, newer NeoForge builds and TaCZ Refabricated support.
《▒ Rendering & Animation ▒》
Compatible guns can stay GPU resident instead of rebuilding transformed geometry every frame. Only changing bone data needs updating, while the CPU side reuses stable poses, keyframes, attachments and render lookups.
- Direct GPU skinning and compact bone palettes.
- Item frame batching for compatible guns.
- Nonblocking GPU uploads with safe CPU fallback.
- Scope geometry caching while keeping TaCZ stencil behaviour.
- Live Lua animation, visibility and attachment callbacks stay intact.
AUTO is enabled by default. It tests eligible CPU and GPU routes for each model and display context. It is not perfect, but it does not blindly force the GPU just because a gun is big xd.
《▒ Compatibility ▒》
Iris/Oculus shader packs keep their lighting, effects and framebuffer handling. Compatible passes can still use GPU skinning without replacing the pack's whole renderer.
Accelerated Rendering and TaCZ Mesh Loader keep their own renderers too. TaCZ:Accel optimises around them instead of trying to replace everything :L
Arcana underbarrel switching is handled properly as well, with stack specific model selection and live visibility callbacks preserved.
Complementary Reimagined r5.5.1 and Unbound r5.1.1 were tested on Forge. AUTO keeps unlisted shader packs on the native path unless explicitly opted in. The 1.21 ports still need wider shader and gunpack testing.
《▒ Stability Fixes ▒》
- Clears old model, attachment and render cache data after resource reloads and world changes.
- Prevents stale render states from being reused between held guns, item frames and GUI rendering.
- Keeps gun animations and Arcana's stack specific display lookups working through reloads and weapon state changes.
- Bounds GPU uploads and compression work, with normal TaCZ rendering as a fallback when something is not supported.
- Updates the QAPI V2.1 integration and removes the old task builder calls that caused linkage crashes.
《▒ Bullets Still Behave Like TaCZ ▒》
Collision checks are cheaper, not different. Travel time, drop, damage, penetration, headshots and player lag compensation still belong to TaCZ.
The replacement clipping path passed 300,000 randomized comparisons, with another 100,000 checks covering non-player bounds. A fresh collision clipping kernel ran at 18.19 ns normally and 13.92 ns with Accel, about 23.4% less CPU time in that microbenchmark.
《▒ Performance ▒》
| Test | Measured Result |
|---|---|
| M38 SPR, direct skinning vs packed CPU | 24.69% less render tick time, 20.22% less render-thread CPU/frame. |
| 512 M4A1 frame guns vs packed CPU | 24.497 ms → 12.089 ms render-thread CPU, 50.65% lower. |
| Reimagined ADS, forced GPU vs CPU compatibility | 63.16% less render tick time, 51.01% less render-thread CPU/frame. |
| Unbound scope cache vs native scope | 44.66% less elapsed time per scope call. |
Fresh Stock TaCZ Comparison
1080p M38 idle, stock control against default AUTO. These are the middle results from two pairs, not a guaranteed FPS gain.
| Metric | Normal | Accel AUTO | Change |
|---|---|---|---|
| Median frame | 2.137 ms | 1.758 ms | 17.8% lower |
| Median FPS equivalent | 468 | 569 | 21.6% higher |
| P95 | 3.632 ms | 3.083 ms | 15.1% lower |
| P99 | 4.766 ms | 4.028 ms | 15.5% lower |
| Render CPU/frame | 2.252 ms | 1.844 ms | 18.1% lower |
Forge 1.20.1, RTX 3050 Laptop GPU. The two stock comparison pairs ranged from 5.6% worse to 51.7% better, and AUTO chose different routes. These values are measured central results, NOT a dependable 21.6% boost. The tables above also test different render paths, so do not add their percentages together xd.
Older Forge Benchmarks
These are from the older Forge 1.20.1 tests and the old description. Keeping the numbers here for reference, but they were not rerun or revalidated for this current OmniJar. The old detailed hand, shell and stage figures were removed from the current performance report, so do not treat them as current V1.3.0 measurements.
| Older Test | Normal | Accel | Old Result |
|---|---|---|---|
| Average frame time | 2.145 ms | 1.102 ms | 48.6% lower |
| Equivalent FPS | 466 | 907 | 94.6% higher |
| First person gun render | 760.73 µs | 412.59 µs | 45.8% lower |
| Gun model draw | 656.51 µs | 362.11 µs | 44.8% lower |
| Gun geometry | 83.95 µs | 47.00 µs | 44.0% lower |
| Buffer flush | 140.38 µs | 70.05 µs | 50.1% lower |
| Deferred left hand | 123.23 µs | 62.06 µs | 49.6% lower |
| Deferred right hand | 31.23 µs | 18.84 µs | 39.7% lower |
| Shell render | 6.10 µs | 2.19 µs | 64.1% lower |
| Scalar cube compiler | 0.55 µs | 0.26 µs | 52.7% lower |
| Bullet non-player hitbox check | 8.56 ns | 2.10 ns | 4.08x faster |
| Hitbox candidate allocation | 232 B | 64 B | 72.41% smaller |
Older Accelerated Rendering Paired Test
With Accelerated Rendering's native GPU mesh path already running, the archived paired test reported 8.1% lower P95 frame time, 9.4% lower P99 frame time and a 63.2% shorter worst frame. Average FPS stayed within roughly 3% of the control. These are older test results, not new OmniJar gains.
《▒ Less RAM Waste ▒》
Detached JSON/Lua source bytes can be kept in compressed 32 KiB pages instead of retaining their full raw size. Files are never rewritten, and live parsed objects do not get compressed underneath TaCZ xd.
- 32 MiB compressed data limit.
- 8 MiB maximum in-flight compression.
- Up to 2,048 retained entries with normal fallback and reload invalidation.
In an older test using 1,184 detached JSON/Lua assets, the raw source bytes went from 30,758,670 B to 3,352,979 B after compression, or 89.1% smaller. That is source byte compression, NOT proof of an 89.1% reduction in the live game's RAM usage. This old test has not been rerun for the current OmniJar.
《▒ Quantified API ▒》
Quantified API handles bounded background work such as detached resource compression. Mutable Minecraft/render state stays on the correct thread because throwing OpenGL calls onto random workers and praying is NOT an optimisation :DDD
《▒ Supported Versions ▒》
- Forge 1.20.1: TaCZ 1.1.8-hotfix
- NeoForge 1.21.1: TaCZ 1.1.8-hotfix-r7
- Fabric 1.21.1: TaCZ Refabricated 0.7.1-forge1.1.8-hotfix2
Requires TaCZ and Quantified API V2.1.0 or newer. Fabric also needs Fabric API and TaCZ Refabricated's normal dependencies. Mesh Loader is optional.
Use the same OmniJar on all three targets. Fabric 1.20.1 isn't included.
《▒ Benchmark It Yourself ▒》
Forge: /tacztbench start runs a 30 second capture. Use /tacztbench gpu auto, off, on, instanced or direct to force routes.
For a stock control, launch with -Dtaczt.optimizations.enabled=false and keep the gun, world, camera and settings matched :]
《▒ License & Support ▒》
Found a broken model, animation issue or crash? Send the log, loader version, TaCZ build and gunpack name so I can actually reproduce it :]
Admany | BlackRift Studios | 2026
All Versions
+ Add VersionFixed the 1.21.1 render mess without throwing away the perf work :\]
- Fixed guns disappearing from item frames and the gun preview randomly vanishing
- Fixed shader compatibility issues with the custom render path
- Kept the accelerated held-gun rendering optimizations intact
Quite a massive update this time. Reworked most of the rendering optimizations, improved compatibility and added support for more Minecraft versions :]
- Added **Forge 1.20.1, NeoForge 1.21.1 and Fabric 1.21.1** support through a single OmniJar.
- Added GPU resident gun meshes, direct GPU bone transforms and automatic CPU/GPU rendering selection.
- Added GPU batching for compatible guns and reduced repeated geometry uploads.
- Improved animation, model, attachment and render caching, reducing repeated CPU work and allocations.
- Optimized scope rendering and improved compatibility with Iris/Oculus shader packs.
- Improved bullet collision handling and reduced temporary hitbox allocations.
- Fixed various rendering, animation, resource reload and cache lifecycle issues.
- Improved compatibility with **TaCZ: Arcana, Accelerated Rendering and TaCZ Mesh Loader**.
- Updated Quantified API integration and improved background resource handling.
### Measured improvements
| Optimized area | Measured improvement |
|---|---|
| 1080p M38 idle | **21.6% higher median-frame FPS equivalent** |
| 512 gun rendering | **50.65% less render-thread CPU** |
| Direct GPU skinning | **24.69% less render-tick time** |
| Scope rendering | **44.66% less elapsed time per scope call** |
| Collision clipping | **23.4% faster** |
These are results from separate tests, not guaranteed FPS gains. Actual improvements depend on the gunpack, hardware, shaders and scene. The latest stock comparison also showed considerable variation between runs.
- Requires TaCZ and Quantified API V2.1.0 or newer.** Fabric also requires TaCZ Refabricated and its dependencies.
- Rebranded TaCZ:T to **TaCZ:Accel**
- Fixed invisible and partially missing gun models after resource reloads
- Fixed reload, bolt, draw, inspect, and weapon animation states becoming stuck
- Fixed stale model, attachment, transform, render type, and animation caches
- Fixed bullets passing through mobs while retaining optimized collision checks
- Fixed QAPI 2.1 linkage crashes and outdated task submission calls
- Added safe cache invalidation across reloads, world changes, and render contexts
- Added TaCZ:Arcana compatibility while preserving compatible performance hooks
- Added Accelerated Rendering integration without replacing its GPU renderer
- Added bounded AR mesh lookup and acceleration decision caches
- Improved scalar Bedrock model compilation
- Reduced model, attachment, matrix, pose, rotation, delegate, and resource allocations
- Improved kinetic bullet collision and pass-through block checks
- Added bounded QAPI compression for inactive base and addon gunpack resources
- Kept detailed profiling hooks out of normal releases to reduce measurement overhead
With Accelerated Rendering, the current A/B test I did on my shit shack showed:
- 8.1% lower P95**
- 9.4% lower P99**
- 63.2% lower worst frame**
- Zero frames above 16.67 ms**
## **Fixes**
- Fixed bullets sometimes deciding that entities simply do not exist and refusing to register hits xd
- Fixed gun resource caching crashes caused by wrong QAPI API calls :L
- Fixed rendering mixin compatibility issues
- Fixed the TaCZ Tweaks version text not appearing on the equipped gun UI
- Made cached gunpack resources and reloads significantly safer
- Kept bullet behaviour and collision logic fully vanilla compatible
## **Performance**
- Reworked first person gun rendering to cut down CPU usage
- Added a custom scalar cube compiler that avoids creating a stupid amount of temporary vectors
- Reduced perframe gun model allocations
- Reused render pose stacks for deferred hand rendering instead of constantly recreating them
- Optimised animation updates and gun transforms
- Reduced attachment lookup overhead through cached indices
- Removed unnecessary stencil work whenever scopes are not involved
- Improved lazy gunpack loading and RAM caching
- Added detailed profiling for gun models, geometry, buffer flushes, hands, shells, animations and bullets
## **Performance gains**
In the latest tested capture, average frame time dropped from **2.145 ms to 1.102 ms**, which worked out to roughly **105% higher FPS in that specific run**.