The fastest
of them all. Honestly.
"Honestly" means: only numbers we measured ourselves, with hardware, scene and settings next to them. We don't publish numbers for other clients we haven't measured.
Test setup
Client MCC BETA · native 26.3
API Vulkan (NVRHI)
Resolution 1920×1080
Render distance 12 chunks
Scene mob zoo: 60+ mobs, block entities, terrain
Mode --bench 5, uncapped, release build
GPU: NVIDIA GeForce RTX 5080 Laptop
CPU: AMD Ryzen 9 9955HX3D
OS: Linux (headless gamescope)
Server: our local test server
Noise: about ±10 % run to run
From vanilla look to everything on.
| Preset | fps | GPU ms / frame | Adds |
|---|---|---|---|
| Off | 4,755 | 0.14 | vanilla look |
| Low | 1,166 | 0.78 | shadows, bloom, waving plants |
| Medium | 479 | 2.06 | SSAO, screen-space GI, god rays, reflections |
| High | 370 | 2.68 | coloured shadows, voxel GI, smooth water |
| Ultra | 90 | 11.2 | 192-block shadows, full-res GI, 2 rays, 3 bounces |
Re-measured on 2026-10-23 with a debug-info build, same scene: High 339 fps / 2.91 ms GPU, Ultra 83 fps. In game at 1080p High with the perf overlay on: 355 fps.
fps on the terrain view at render distance 8: 0.058 ms of GPU time per frame.
- 10–13kfps at 1080p, RD 8 and 12, motion blur off
- ~120 msto bake all 35,723 block states
- ~75 µsto mesh a surface chunk section
Same laptop, renderer test world and spawn view; the 12.8k figure in a 1278×1576 window, immediate present.
Smooth, not just fast.
High fps means little if frames arrive unevenly. Present intervals we measured with frame generation (FG) and LateWarp at 240 Hz:
| Case | Rendered fps | Shown / s | Interval mean / stddev |
|---|---|---|---|
| FG off, cap 60 | 60 | 60 | 16.67 / 0.26 ms |
| FG 2×, cap 60, FIFO | 60 | 120 | 8.33 / 0.27 ms |
| FG 2×, cap 120 | 120 | 240 | 4.17 / 0.33 ms |
| LateWarp, cap 60 | 60 | 236 | 4.24 / 0.35 ms |
| FG off, uncapped | 8,770 | 240 | 4.17 / 0.15 ms |
RTX 5080 Laptop GPU, demo scene, 1278×1576 window. A generated frame costs 0.5–0.9 ms of GPU time.
Where the speed comes from.
Zero-hitch rules
No heap allocation, blocking I/O or pipeline creation on the render thread in steady state.
Decoupled present
A present thread paces frames and draws straight to the back buffer.
Threaded meshing
Chunk sections mesh on a job system across all cores, never on the main thread.
Cached UI layer
The HUD is rebuilt at a capped rate and composited instead of redrawn every frame.
Measured every change
GPU timers per pass and a built-in bench mode.
Goal for 1.0: at least 10,000 fps at render distance 8, low settings, 1080p, on high-end hardware. A goal, not a result yet.