**Afterburner 0.2.7 (NeoForge 26.3)**
With the game on Vulkan, occlusion culling now finds the hidden chunks with compute shaders, as it already did on OpenGL, instead of extra drawn passes. Measured on Intel graphics: up to 11% more FPS where much of the terrain is hidden (villages, forests), better 1% lows and fewer hitches; about the same in open land. If the graphics driver refuses anything it needs, the old test takes over.
Everything else is as in 0.2.6.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }