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Meshelium

Meshelium

by ded811 • Downloads: 0 • Followers: 0
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Meshelium

See further. Get more frames. Powered by mesh shaders.

Meshelium draws Minecraft's terrain with your graphics card's mesh shaders instead of the way the game normally does it. You get more frames per second, and you can push the render distance far past the slider's usual limit.

How much faster?

Measured at 1920x1080 on an AMD Radeon RX 9070 XT, same world, same view, one run with the mod and one without. Measured without Sodium.

Bar chart of how many times more frames per second Meshelium gives at six render distances, the bars rising from 1.5x at 12 chunks to 5.3x at 64

Render distance Minecraft Meshelium Difference
12, Minecraft's default 1,621 FPS 2,437 FPS 1.50× (+50%)
16 1,115 FPS 2,126 FPS 1.91× (+91%)
24 641 FPS 1,709 FPS 2.67× (+167%)
32, as far as Minecraft goes 393 FPS 1,206 FPS 3.07× (+207%)
48 205 FPS 761 FPS 3.71× (+271%)
64 114 FPS 607 FPS 5.32× (+432%)

The further you look, the bigger the difference. Both columns are Minecraft's Vulkan renderer, so the only thing that changes between them is Meshelium itself.

These numbers are from one computer. Yours will land somewhere else.

Works better with Sodium!

They used to be a choice: one replaced the other. Now you get both. Sodium keeps doing what it is best at - building the chunks - and Meshelium draws them with mesh shaders. Install both and it happens on its own; there is nothing to switch on.

Measured on a Radeon RX 9070 XT at 1920x1080, standing in the same spot in the same world: with Meshelium drawing, the frame is about twice as fast as Sodium on its own - 1.9x at render distance 64, and 1.8x at 96.

You also get GPU Visibility, which only exists on this path: Meshelium works out what you can actually see on the graphics card itself, instead of drawing everything it is handed.

Use Sodium 0.9.2 for your game version - the release, not the newer 0.9.3 alpha. (On 26.2, Sodium 0.9.2-beta.1 is the same build with a different version number, and works too.) Meshelium plugs into parts of Sodium that were never meant for other mods to touch, so another version may not fit; the Meshelium settings screen shows which one you have and says whether it matches.

With Sodium installed, Meshelium's settings are part of Sodium's video settings: a Meshelium entry in the list on the left, with Sodium's Apply and Undo. Only the settings that still do something are there. The ones that only change how Meshelium builds chunks have nothing to do while Sodium is doing that job, so they are hidden - including the memory settings described below. They come back if you remove Sodium.

What you need

  • Minecraft 26.2 or 26.3, on Fabric or NeoForge - pick the download that matches your game version and your loader
  • On Fabric, Fabric API as well. NeoForge needs no extra mod
  • Windows or Linux. No Mac: Macs don't do mesh shaders on Vulkan yet
  • A graphics card with mesh shaders: AMD RX 6000 or newer, NVIDIA GTX 16xx / RTX 20xx or newer, Intel Arc, and recent laptop and handheld chips including the Steam Deck. Meshelium asks your driver rather than checking a list of models, so anything that reports the feature will work - and if it is missing, Meshelium turns itself off, tells you why, and your game keeps working normally

Client side only. Your friends do not need it, and neither does your server.

Do this or nothing will happen

Minecraft starts in the old drawing mode, OpenGL. Meshelium only works in the new one, Vulkan.

  1. Options → Video Settings → Graphics API
  2. Choose Prefer Vulkan (Experimental) - that is Minecraft's own name for it
  3. Restart Minecraft. It only changes while the game is loading

Skip this and it looks like the mod did nothing. If that happens, Meshelium puts a message on screen with a button that does it for you.

Playing online?

Bobby is what makes long distances work on a server. A server only sends you the land close by, so a huge render distance has nothing out there to draw no matter how fast your card is. Bobby remembers the places the server already showed you and puts them back. Bobby remembers the world, Meshelium draws it.

Settings

A Meshelium Settings button at the top of Video Settings. With Sodium installed, look for Meshelium in Sodium's video settings instead.

Distance Cap is how you get past 32. It widens Minecraft's own render distance slider, up to 120 chunks (with Sodium installed, Sodium's slider, up to 96). Raising the cap changes nothing on its own - you still move the normal slider afterwards. Raise it gradually: past about 64 Minecraft itself needs more memory than a default launcher gives it, and at 120 it can run out and close. Give Minecraft more memory before pushing it far.

GPU Visibility (Sodium only, on by default) works out what you can actually see on the graphics card instead of drawing everything Sodium hands it.

Distance Fog ships Off, and that is a change from how Minecraft looks. Minecraft fades distant terrain at a fixed 1024 blocks however far you can see, which covers most of the view past 64 chunks. Off keeps a short fade at the very edge, so the horizon still softens. Match View Distance moves the haze out with your render distance; Minecraft Default puts it back exactly as the game has it.

Occlusion Culling asks your graphics card which terrain is hidden behind other terrain and skips it. On Auto it switches itself on at 48 chunks. It pays most at ground level looking across a long view, and costs a little from a high camera looking down. Nothing breaks either way, so try both and watch your frame counter.

Behind Advanced, off unless noted: Greedy Meshing merges identical neighbouring block faces. Cull Tiny Plants Beyond and Cull Sub-Pixel Detail Beyond skip things too small to see at range. Smart Leaves Beyond (on, 16 chunks) skips leaf faces buried inside canopies, keeping the see-through look. Solid Leaves Beyond builds leaves fully solid past a distance.

Using less graphics memory - these two are hidden while Sodium is installed, because Sodium owns that memory instead. Idle Memory Trim (on) hands back graphics memory Meshelium is not using after half a minute of standing still. Duplicate Terrain Memory (Freed) releases the second copy of the terrain Minecraft keeps even though Meshelium is the one drawing from it, which saves gigabytes at long render distances. On laptops and handhelds with integrated graphics this counts double, because their graphics memory is your system RAM.

Everything applies as soon as you change it, apart from the startup notice, which waits for the next launch. Switching Meshelium off and on, changing Duplicate Terrain Memory, or flipping Greedy Meshing reloads the terrain, so chunks rebuild for a few seconds.

Thanks

Nvidium by MCRcortex is why this was worth attempting. They pioneered mesh-shader terrain in Minecraft and proved the idea works. Meshelium is its own mod, not a port of theirs: it targets the cross-vendor VK_EXT_mesh_shader extension rather than the NVIDIA dialect, runs on Minecraft's Vulkan backend, and its architecture, memory model and culling are its own. MCRcortex has no involvement in Meshelium and has not endorsed it.

Sodium by CaffeineMC, for the chunk builder Meshelium now draws from. CaffeineMC has no involvement in Meshelium and has not endorsed it.

Found a problem?

Bug reports, crashes, or just something that looks wrong: https://github.com/ded811/Meshelium/issues. The log is the useful part to attach - Meshelium writes down what it decided about your hardware, and why, every time the game starts.

NeoForge and the early loading screen

On Minecraft 26.2 - handled for you; here is what is happening. NeoForge's loading screen and Minecraft's Vulkan renderer cannot both exist. The loading screen creates the game window in OpenGL mode, and Vulkan - the renderer Meshelium runs on - cannot draw to a window made that way, so the game dies during start-up with a GLFW error that blames your graphics drivers. It is not your drivers, and updating them will not help. It is a known NeoForge issue (neoforged/NeoForge#3230) and its fix has not been merged.

You do not have to do anything about it. Meshelium closes that loading screen in the instant before the game creates its window, so the game starts normally. You get no loading screen and a game window that appears a moment later than usual; nothing else changes. Meshelium also turns earlyWindowControl off in config/fml.toml, so that even on a future NeoForge build where the live fix no longer applies, the game still starts.

On Minecraft 26.3 - nothing to handle. NeoForge for 26.3 currently ships with its early loading screen switched off altogether (its loader ignores the setting), and the game makes its own window, so the problem above cannot happen. Meshelium leaves everything alone there and says so in the log.

On OpenGL none of this applies and the loading screen is left alone.

The Fabric build is unaffected.

How to Install Meshelium (Mod)

Meshelium by ded811 is verified for Fabric, Neoforge across Minecraft versions 26.2, 26.3 (latest release: 1.6.2+mc26.3, file size: 975 KB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (26.2, 26.3) and platform (Fabric, Neoforge).
  2. Make sure you have the compatible loader or environment installed for Fabric, Neoforge.
  3. Move the downloaded Meshelium file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3
Neoforge
1mo ago 1
26.2
Neoforge
1mo ago 1
26.2
Fabric
1mo ago 1
26.3
Fabric
1mo ago 1
26.3
Neoforge
1mo ago 1
26.3
Fabric
1mo ago 1
26.2
Neoforge
1mo ago 1
26.2
Fabric
1mo ago 1
26.2
Neoforge
2mo ago 1
26.2
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
  • Meshelium's settings now live inside Sodium's video settings.**

With Sodium installed, Meshelium has its own entry in Sodium's video
settings, in the list on the left under Sodium. It has all the settings you
had before, and Sodium's Apply and Undo buttons work on them. The
"Meshelium..." row at the bottom of the Options screen is gone. A
  • Meshelium Settings...** button on the new page opens Meshelium's own
screen for the things a list of settings can't show: what Meshelium is
doing right now, which Sodium version you have, the Enable Vulkan button,
and Reset. Without Sodium nothing changes: the Meshelium Settings button at
the top of Video Settings is where it always was, and /meshelium works
everywhere.

  • Fixed: big squares of terrain flashing with GPU Visibility on.** With
Sodium installed and the GPU Visibility (Sodium) setting on, whole squares
of the world could blink out for a moment while chunks were loading, worst
right after pressing F3+A. It happened on AMD's built-in graphics, the
kind in many laptops: we tested a Radeon 780M on both Windows and Linux,
and it's fixed on both. If you still see it on your computer, please
report it. And if Meshelium ever catches your
graphics card drawing from out-of-date chunk data again, it switches to a
slower, safe way of drawing until you restart Minecraft. At most a frame or
two can flash before it does.

  • Two new settings under Advanced**, on Meshelium's page in Sodium's video
settings (they only appear with Sodium installed). Both are on by default.
Leave them on unless you're asked to turn one off while reporting a
problem.

  • GPU Occlusion Culling:** only does anything while GPU Visibility
(Sodium) is on. Your graphics card skips terrain hidden behind hills,
mountains or anything else solid. It adds to the culling Sodium already
does on its own and doesn't change any Sodium setting.
  • Repair Chunk Records:** if your graphics card ever refuses to draw part
of the world because its copy of Meshelium's chunk data is out of date,
Meshelium sends it a fresh copy. With this update's fix it shouldn't ever
need to.

  • Fixed: render distance jumping back to 12.** With Sodium installed, a
saved render distance higher than Sodium's slider allows is now lowered to
the slider's highest value when you open Sodium's settings, instead of
jumping back to 12.
  • Meshelium's settings now live inside Sodium's video settings.**

With Sodium installed, Meshelium has its own entry in Sodium's video
settings, in the list on the left under Sodium. It has all the settings you
had before, and Sodium's Apply and Undo buttons work on them. The
"Meshelium..." row at the bottom of the Options screen is gone. A
  • Meshelium Settings...** button on the new page opens Meshelium's own
screen for the things a list of settings can't show: what Meshelium is
doing right now, which Sodium version you have, the Enable Vulkan button,
and Reset. Without Sodium nothing changes: the Meshelium Settings button at
the top of Video Settings is where it always was, and /meshelium works
everywhere.

  • Fixed: big squares of terrain flashing with GPU Visibility on.** With
Sodium installed and the GPU Visibility (Sodium) setting on, whole squares
of the world could blink out for a moment while chunks were loading, worst
right after pressing F3+A. It happened on AMD's built-in graphics, the
kind in many laptops: we tested a Radeon 780M on both Windows and Linux,
and it's fixed on both. If you still see it on your computer, please
report it. And if Meshelium ever catches your
graphics card drawing from out-of-date chunk data again, it switches to a
slower, safe way of drawing until you restart Minecraft. At most a frame or
two can flash before it does.

  • Two new settings under Advanced**, on Meshelium's page in Sodium's video
settings (they only appear with Sodium installed). Both are on by default.
Leave them on unless you're asked to turn one off while reporting a
problem.

  • GPU Occlusion Culling:** only does anything while GPU Visibility
(Sodium) is on. Your graphics card skips terrain hidden behind hills,
mountains or anything else solid. It adds to the culling Sodium already
does on its own and doesn't change any Sodium setting.
  • Repair Chunk Records:** if your graphics card ever refuses to draw part
of the world because its copy of Meshelium's chunk data is out of date,
Meshelium sends it a fresh copy. With this update's fix it shouldn't ever
need to.

  • Fixed: render distance jumping back to 12.** With Sodium installed, a
saved render distance higher than Sodium's slider allows is now lowered to
the slider's highest value when you open Sodium's settings, instead of
jumping back to 12.
  • Meshelium's settings now live inside Sodium's video settings.**

With Sodium installed, Meshelium has its own entry in Sodium's video
settings, in the list on the left under Sodium. It has all the settings you
had before, and Sodium's Apply and Undo buttons work on them. The
"Meshelium..." row at the bottom of the Options screen is gone. A
  • Meshelium Settings...** button on the new page opens Meshelium's own
screen for the things a list of settings can't show: what Meshelium is
doing right now, which Sodium version you have, the Enable Vulkan button,
and Reset. Without Sodium nothing changes: the Meshelium Settings button at
the top of Video Settings is where it always was, and /meshelium works
everywhere.

  • Fixed: big squares of terrain flashing with GPU Visibility on.** With
Sodium installed and the GPU Visibility (Sodium) setting on, whole squares
of the world could blink out for a moment while chunks were loading, worst
right after pressing F3+A. It happened on AMD's built-in graphics, the
kind in many laptops: we tested a Radeon 780M on both Windows and Linux,
and it's fixed on both. If you still see it on your computer, please
report it. And if Meshelium ever catches your
graphics card drawing from out-of-date chunk data again, it switches to a
slower, safe way of drawing until you restart Minecraft. At most a frame or
two can flash before it does.

  • Two new settings under Advanced**, on Meshelium's page in Sodium's video
settings (they only appear with Sodium installed). Both are on by default.
Leave them on unless you're asked to turn one off while reporting a
problem.

  • GPU Occlusion Culling:** only does anything while GPU Visibility
(Sodium) is on. Your graphics card skips terrain hidden behind hills,
mountains or anything else solid. It adds to the culling Sodium already
does on its own and doesn't change any Sodium setting.
  • Repair Chunk Records:** if your graphics card ever refuses to draw part
of the world because its copy of Meshelium's chunk data is out of date,
Meshelium sends it a fresh copy. With this update's fix it shouldn't ever
need to.

  • Fixed: render distance jumping back to 12.** With Sodium installed, a
saved render distance higher than Sodium's slider allows is now lowered to
the slider's highest value when you open Sodium's settings, instead of
jumping back to 12.
  • Meshelium's settings now live inside Sodium's video settings.**

With Sodium installed, Meshelium has its own entry in Sodium's video
settings, in the list on the left under Sodium. It has all the settings you
had before, and Sodium's Apply and Undo buttons work on them. The
"Meshelium..." row at the bottom of the Options screen is gone. A
  • Meshelium Settings...** button on the new page opens Meshelium's own
screen for the things a list of settings can't show: what Meshelium is
doing right now, which Sodium version you have, the Enable Vulkan button,
and Reset. Without Sodium nothing changes: the Meshelium Settings button at
the top of Video Settings is where it always was, and /meshelium works
everywhere.

  • Fixed: big squares of terrain flashing with GPU Visibility on.** With
Sodium installed and the GPU Visibility (Sodium) setting on, whole squares
of the world could blink out for a moment while chunks were loading, worst
right after pressing F3+A. It happened on AMD's built-in graphics, the
kind in many laptops: we tested a Radeon 780M on both Windows and Linux,
and it's fixed on both. If you still see it on your computer, please
report it. And if Meshelium ever catches your
graphics card drawing from out-of-date chunk data again, it switches to a
slower, safe way of drawing until you restart Minecraft. At most a frame or
two can flash before it does.

  • Two new settings under Advanced**, on Meshelium's page in Sodium's video
settings (they only appear with Sodium installed). Both are on by default.
Leave them on unless you're asked to turn one off while reporting a
problem.

  • GPU Occlusion Culling:** only does anything while GPU Visibility
(Sodium) is on. Your graphics card skips terrain hidden behind hills,
mountains or anything else solid. It adds to the culling Sodium already
does on its own and doesn't change any Sodium setting.
  • Repair Chunk Records:** if your graphics card ever refuses to draw part
of the world because its copy of Meshelium's chunk data is out of date,
Meshelium sends it a fresh copy. With this update's fix it shouldn't ever
need to.

  • Fixed: render distance jumping back to 12.** With Sodium installed, a
saved render distance higher than Sodium's slider allows is now lowered to
the slider's highest value when you open Sodium's settings, instead of
jumping back to 12.
Meshelium now runs on Minecraft 26.3 as well as 26.2, on Fabric and on
NeoForge. Download the file for your game version; they are all the same
mod, and everything below applies to both.

Minecraft 26.3 changed how it draws the world - terrain and everything else
now share one render pass, and "Improved Transparency" became a new
order-independent method - and Meshelium follows both without you doing
anything. With Improved Transparency on, Meshelium draws the water and glass
itself and Minecraft's own transparency pass is skipped for terrain, so the
picture is the same as with the setting off.

  • NeoForge on 26.3: no loading-screen workaround needed.** NeoForge for
26.3 currently ships with its early loading screen switched off (its
loader ignores the setting), so the Vulkan start-up problem Meshelium works
around on 26.2 cannot happen there. Meshelium leaves it alone and says so in
the log. On 26.2 the workaround stays exactly as it was.

  • If your launcher skips a Java setting, Meshelium now tells you.**

  • Sodium 0.9.2 is a release now, on both game versions.**

Use Sodium 0.9.2 for your game version - the release, not the newer 0.9.3
alpha. On 26.2, Sodium 0.9.2-beta.1 is the same build with a different
version number, and Meshelium treats it as the same Sodium instead of
warning about it.

  • Fixed: a memory-copy the graphics driver was not asked permission for.**

When Meshelium's terrain records grew for the first time, they were copied
out of a buffer that had not been created for copying. AMD's driver allowed
it; the Vulkan rules do not, and a stricter driver could have refused. Both
game versions have the fix.

Meshelium now runs on Minecraft 26.3 as well as 26.2, on Fabric and on
NeoForge. Download the file for your game version; they are all the same
mod, and everything below applies to both.

Minecraft 26.3 changed how it draws the world - terrain and everything else
now share one render pass, and "Improved Transparency" became a new
order-independent method - and Meshelium follows both without you doing
anything. With Improved Transparency on, Meshelium draws the water and glass
itself and Minecraft's own transparency pass is skipped for terrain, so the
picture is the same as with the setting off.

  • NeoForge on 26.3: no loading-screen workaround needed.** NeoForge for
26.3 currently ships with its early loading screen switched off (its
loader ignores the setting), so the Vulkan start-up problem Meshelium works
around on 26.2 cannot happen there. Meshelium leaves it alone and says so in
the log. On 26.2 the workaround stays exactly as it was.

  • If your launcher skips a Java setting, Meshelium now tells you.**

  • Sodium 0.9.2 is a release now, on both game versions.**

Use Sodium 0.9.2 for your game version - the release, not the newer 0.9.3
alpha. On 26.2, Sodium 0.9.2-beta.1 is the same build with a different
version number, and Meshelium treats it as the same Sodium instead of
warning about it.

  • Fixed: a memory-copy the graphics driver was not asked permission for.**

When Meshelium's terrain records grew for the first time, they were copied
out of a buffer that had not been created for copying. AMD's driver allowed
it; the Vulkan rules do not, and a stricter driver could have refused. Both
game versions have the fix.

[1.6.0] Meshelium 1.6.0 by ded811 on Sep 20, 2026
Download
  • Meshelium works with Sodium now - and together they are a lot faster.**

They used to be a choice: one replaced the other. Now you get both. Sodium
keeps building the chunks, which is what it is best at, and Meshelium draws
them with mesh shaders.

Measured on a Radeon RX 9070 XT at 1920x1080, standing in the same spot in the
same world: with Meshelium drawing, the frame is about **twice as fast as
Sodium on its own** - 1.9x at render distance 64, and 1.8x at 96.

Install both and it happens on its own; there is nothing to switch on. It works
on Fabric and on NeoForge.

Use **Sodium 0.9.2-beta.1**. Modrinth lists it under Versions as a beta, so you
have to pick it deliberately rather than taking the top entry. The Meshelium
settings screen shows which version you have and says whether it is the one
this build was made for.

  • New setting: GPU Visibility.**

On by default, and only when Sodium is installed. Meshelium works out what you
can actually see on the graphics card itself, instead of drawing everything it
is handed. That is what used to make the frame rate dip while you looked
around.

  • The settings screen is shorter with Sodium installed.**

The settings that only change how Meshelium builds chunks have nothing to do
while Sodium is doing that job, so they are hidden. They come back if you
remove Sodium. The rest of the menu is shorter and plainer throughout.
[1.6.0] Meshelium 1.6.0 by ded811 on Sep 20, 2026
Download
  • Meshelium works with Sodium now - and together they are a lot faster.**

They used to be a choice: one replaced the other. Now you get both. Sodium
keeps building the chunks, which is what it is best at, and Meshelium draws
them with mesh shaders.

Measured on a Radeon RX 9070 XT at 1920x1080, standing in the same spot in the
same world: with Meshelium drawing, the frame is about **twice as fast as
Sodium on its own** - 1.9x at render distance 64, and 1.8x at 96.

Install both and it happens on its own; there is nothing to switch on. It works
on Fabric and on NeoForge.

Use **Sodium 0.9.2-beta.1**. Modrinth lists it under Versions as a beta, so you
have to pick it deliberately rather than taking the top entry. The Meshelium
settings screen shows which version you have and says whether it is the one
this build was made for.

  • New setting: GPU Visibility.**

On by default, and only when Sodium is installed. Meshelium works out what you
can actually see on the graphics card itself, instead of drawing everything it
is handed. That is what used to make the frame rate dip while you looked
around.

  • The settings screen is shorter with Sodium installed.**

The settings that only change how Meshelium builds chunks have nothing to do
while Sodium is doing that job, so they are hidden. They come back if you
remove Sodium. The rest of the menu is shorter and plainer throughout.
## 1.6.0 beta 1

The first release that runs on **NeoForge** as well as Fabric, plus five
fixes.

  • Meshelium runs on NeoForge now.**

Same mod, same settings, same speed. Both loaders are built from one set of
code, so neither is an afterthought. Only the handful of lines that start
the mod up are different.

  • NeoForge players: there is nothing to set up.**

If you have tried Vulkan on NeoForge before, you have probably seen the game
die on startup with an error blaming your graphics drivers. Your drivers are
fine. NeoForge shows its own loading screen first, and to draw it, it makes
the game window an OpenGL one. Vulkan cannot draw to that kind of window, so
the game gives up before it ever reaches the menu.

Meshelium now closes that loading screen in the moment before the game
creates its window, so the game just starts. What you will notice: no
NeoForge loading screen, and the game window appears a little later than
usual. That is the whole difference. If you run OpenGL, nothing changes at
all.

  • Fixed: the mod did nothing if you skipped the main menu.**

Jumping straight into a world, with quick play or a launcher's "resume last
world", left Meshelium switched off for the entire session without saying
so. It was waiting for the title screen before checking whether your
graphics card could run it, and if you never saw a title screen, it never
checked. It now checks as soon as your graphics card is ready.

If the mod has ever seemed to do nothing for you, this was most likely why.

  • Fixed: the "switch to Vulkan" offer could disappear for good.**

Pressing **Enable Vulkan** counted as pressing **Don't Show This Again**.
You would only notice if Vulkan then failed to start, because Minecraft
quietly puts you back on OpenGL after a crash during startup. That left the
mod switched off, the offer already used up, and nothing on screen to
explain it. Only **Don't Show This Again** dismisses that message now.

  • Fixed: a straight-edged gap in the ground and water behind you.**

Terrain went missing in a squared-off bite at the edge of the loaded area,
on the side you were moving away from. It was about five chunks deep at
render distance 16, and over an ocean it took the water surface with it.
Meshelium now draws that ground itself, since the game has already built it.


  • Fixed: water and glass disappearing while the land stayed put.**

With occlusion culling switched on, see-through blocks and solid blocks were
being drawn from two different lists. Anything that emptied the first list
took the water and left the seafloor behind, and both flying upward and
widening your field of view did exactly that. Both now come from the same
list.

[1.5.2] Meshelium 1.5.2 by ded811 on Aug 19, 2026
Download
  • Fixed: occlusion issues at the screen edges when your field of view widens.**

Take a speed potion over the ocean and the water revealed at the edges
of the screen drew as a dark, waterless seafloor until you moved your
camera. Sprinting or dragging the FOV slider flickered the same way for
a moment. The cause turns out to be a vanilla quirk: the game only
refreshes its list of visible chunk sections when the camera rotates,
never when the field of view changes, so potion and sprint zoom could
leave that list stale forever. You only noticed with occlusion on
because Meshelium draws the seafloor the instant it appears, while the
water layer still came from the stale list. Meshelium now tells the
game to refresh the list the moment your field of view changes, which
heals the water layer, the fallback path, and vanilla's own drawing all
at once. Costs nothing while the view is steady.
[1.5.1] Meshelium 1.5.1 by ded811 on Aug 19, 2026
Download
  • Fixed: Solid Leaves was solidifying things that are not leaves.**

With Solid Leaves Beyond turned up, grass block sides smeared green,
and flowers, kelp, tall grass and vines stretched into blobs. The
setting now decides by geometry: only full see-through faces with
nothing behind them, which is leaves and full glass blocks, build
solid. Thin details, plants and the grass-side overlay keep their
normal look at every distance. Solid Leaves ships off, so nothing
changed unless you had moved that slider.
[1.5.0] Meshelium 1.5.0 by ded811 on Aug 19, 2026
Download
  • Turning your camera is much smoother now.**

Whenever new terrain streamed in, Meshelium rebuilt its entire drawing
list from scratch, almost every frame while you were moving or turning.
At render distance 64 that one habit was costing about 40 percent of
every turning frame, and the memory churn behind it fed the little
hitches you could feel while flying. It now updates only what actually
changed. Measured while spinning the camera at render distance 64, the
frame time halved. Standing still was never affected.

  • New: Smart Leaves, on by default past 16 chunks.**

Trees are full of faces you can never see: every leaf block touching
another leaf block draws the hidden wall between them, twice. Past 16
chunks, newly built terrain now skips those buried faces while keeping
the see-through look of the leaves you can actually see. In forests
that is roughly half of all leaf geometry gone, and because leaves
dominate what a forest chunk costs to build, it also smooths the
stutter of new terrain loading in. Trees quietly regain their full
detail as you get close. The slider is in Advanced; set it to 0 if you
want vanilla-exact terrain everywhere.

  • New in Advanced: Solid Leaves Beyond, off by default.**

The next step past Smart: beyond a distance you choose, leaves build
fully solid, the way Fast graphics draws them everywhere. Distant
woods get cheaper still, and solid canopies start hiding the terrain
behind them from the renderer, which see-through leaves cannot do.
The see-through look returns as you approach.

  • Fixed: the Advanced screen could cut off rows at larger interface
sizes.** It scrolls now, and the Done button stays put at the bottom.
[1.4.0] Meshelium 1.4.0 by ded811 on Aug 18, 2026
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  • Occlusion culling now costs almost nothing while you stand still.**

One of occlusion culling's GPU passes exists to catch terrain that
becomes visible mid-frame. On a frame where the camera has not moved a
bit and no terrain changed, it provably has nothing to catch, and
Meshelium now proves that on the CPU each frame and skips the pass
entirely. Measured at render distance 64, where occlusion culling is on
by default, standing still gets about 11 percent of the frame back, and
it held 96 percent of that while the test camera panned, because the
proof only needs the view to hold still for a few frames at a time.

The moment you move, edit a block, resize the window, or a chunk
arrives, the pass runs exactly as it always did. It cannot show a stale
picture: anything doubtful counts as movement, and the passes that
decide what is visible never stop running either way. A launch flag
restores the old always-run path.

  • New in Advanced: two distance sliders that trade far-away detail for
frames. Both ship Off.**

  • Cull Tiny Plants Beyond** stops drawing small plants like grass tufts
and flowers past a distance you choose. At 2560x1440 a one-block plant
is smaller than a single pixel beyond about 64 chunks, so there is a lot
of room to move this slider before anything visibly changes.

  • Cull Sub-Pixel Detail Beyond** goes further: past your chosen
distance, any face whose four corners land inside one pixel on your
screen is skipped entirely.

Both apply instantly while you watch, so the honest way to set them is
to drag until you see the picture change, then back off a step. Off
draws everything exactly as before; that is measured, not promised.
They are sliders rather than defaults because the frame-rate gain
depends on your world and your screen, and you are a better judge of
your own horizon than we are.
[1.3.0] Meshelium 1.3.0 by ded811 on Aug 17, 2026
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  • Fixed: chunks could flash invisible for a split second while moving.**

Easiest to see over oceans, where the missing chunk showed the dark water
underneath and read as a black square blinking in and out. It could happen
anywhere terrain was rebuilding: for one frame, a rebuilding chunk had no
copy anywhere, because ours was still queued for upload and Minecraft's had
already been freed by the duplicate-memory saver. Over land the hole showed
whatever terrain was behind it, which is why it went unseen for a full
version. It settled down when you stood still and got worse the faster you
flew.

The old copy of a rebuilding chunk now stays on screen until its replacement
has actually landed on the graphics card. In a one-minute test flight that
handover fired about 3,800 times, and every one of them was a black flash
that did not happen. A new stress test rebuilds terrain in place and fails
the build if the gap ever comes back, and it was written the honest way: we
broke the fix on purpose and watched the test catch it before trusting
either.

  • New: Idle Memory Trim, on by default.**

Meshelium grows its terrain memory in big steps so that growing stays rare,
and until now it kept all the spare room it had ever taken. After half a
minute of no terrain streaming, it now hands the unused part back to your
graphics card. Measured at render distance 64, that returned 488 MB and left
terrain memory 98 percent full instead of 52 percent, with no measurable
cost to frame times. Flying somewhere new simply takes the memory again.
Combined with 1.2.0's duplicate-memory saver, terrain that used to cost
around 1.7 GB of graphics memory now sits at about 540 MB.

The switch is in Advanced. Off restores the old keep-everything behaviour
exactly.

  • New: Greedy Meshing, in Advanced. Off while it proves itself.**

Where several neighbouring block faces would look identical on screen, this
merges them into one bigger face so there is less geometry to draw. The
picture does not change, and a built-in checker we run in testing verifies
the merged result covers exactly the same ground as the originals.

How much it helps depends on your Smooth Lighting setting. With Smooth
Lighting off it removes about one face in six and was measured at 8 to 10
percent more frames. With it on, Minecraft shades every corner separately,
so far fewer faces match and the gain is 2 to 5 percent. Flipping the
setting reloads the terrain, so chunks rebuild for a few seconds and you can
compare live.

  • Water-drawing speedup**

Transparent terrain like water has to blend back to front, so Meshelium
drew it in many small batches to keep the order safe,
where a one-draw-per-section fast path had been verified pixel-identical
and measured at about 1.3 ms per frame at render distance 64.
[1.2.0] Meshelium 1.2.0 by ded811 on Aug 14, 2026
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  • Minecraft's duplicate copy of the terrain is now freed, by default.**

Minecraft kept a complete second copy of the world in graphics memory even though Meshelium was the one drawing it. Nothing ever read that copy. It was measured at 1.3 to 2.6 times the size of Meshelium's own terrain memory: on a spinning test at 64 chunks it was 3264 MB, and freeing it took total graphics memory for that scene from 5723 MB to 1883 MB. At 120 chunks that is the difference between hitting a 15 GB wall and sitting comfortably at 8.7 GB with everything loaded.

The two renderers now hand over one at a time rather than overlapping, so switching Meshelium on or off reloads the terrain instead of briefly holding both copies at once. You will see chunks rebuild for a few seconds when you flip it. That is the trade, and it is what keeps an 8 GB card from being asked to hold two worlds.

The setting is **Duplicate Terrain Memory** on the new Advanced screen, and it reads Freed or Kept rather than On or Off, because "Free Duplicate Terrain Memory: OFF" is not a sentence anyone can parse. Choose Kept only if another mod needs Minecraft's own terrain buffers.

  • Fixed: a graphics memory leak on every world exit.**

If your terrain memory had grown past its first block, which it does at any long render distance, every block after the first was never handed back when you left the world. A session at 120 chunks leaked most of its terrain memory each time you quit to the menu, and it accumulated until you restarted the game.

  • Fog now keeps up with how far you can see.**

Minecraft fades distant terrain to fog at a fixed 1024 blocks, and that number ignores your render distance entirely. It was never a problem in vanilla, where the maximum is 32 chunks and the fog sits far beyond the horizon. Past 64 chunks it starts eating the world: at 120 chunks the furthest 56 chunks are loaded, meshed, culled, rasterised, and then painted flat fog colour.

  • Distance Fog** has three choices and ships on **Off**, which looks the best of the three at long range. Off removes the distance haze and keeps only the short fade right at the edge, which is the part that hides chunks appearing, so the horizon still softens instead of ending in a wall. Match View Distance keeps a haze but moves it out with your render distance, and never makes fog thicker than Minecraft would, so below 64 chunks it changes nothing at all; a slider sets where it finishes as a share of your view, labelled in blocks as well as percent. Minecraft Default leaves everything alone.

  • Your render distance comes back when you switch Meshelium on again.**

Turning Meshelium off pulls the distance down to 32, because Minecraft cannot draw further than that on its own. It now remembers what you had and puts it back when you turn Meshelium on. It will not overwrite a distance you chose yourself while it was off.

  • A settings screen you can read.**

The rows that almost nobody should touch moved behind an **Advanced** button
...
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