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Re:Minecraft Java is switching from OpenGL to Vulkan by PaulKeeble on Wednesday February 18, 2026 @09:47PM (#47069269)
I hope this reduces the CPU overhead a bit on the main thread with some time. Quite a few games that ported from DX11 to 12 and openGL to Vulkan didn't just gain performance from the API swap it required taking advantage of the new higher parallel draw call capabilities. #

The main thread is often the limiting factor in minecraft. Minecraft just can't go as fast as the GPU could render the scene and even with quite a lot of shaders things are CPU bottlenecked. Hopefully this changes with time as modding minecraft could certainly do with a bit more CPU time free.

Re:Minecraft Java is switching from OpenGL to Vulkan by deafpolygon on Thursday February 19, 2026 @04:38AM (#47071880)
Maybe they can implement some of the calculations in GPU, as vulkan has feature to support that. This means voxel rendering could be accelerated
Re:Minecraft Java is switching from OpenGL to Vulkan by josefx on Thursday February 19, 2026 @05:40AM (#47072348)
Does it actually use voxels? I thought it was just a low poly, "voxel like" art style.
Re:Minecraft Java is switching from OpenGL to Vulkan by jsheard on Thursday February 19, 2026 @05:54AM (#47072441)
The underlying world representation is chunky voxels, but they get triangulated into meshes for rendering. Unlike say, Teardown, which renders voxels directly.

Minecraft's non-world entities like players and enemies aren't voxels at any level though, those are directly authored as low poly meshes.

Re:Minecraft Java is switching from OpenGL to Vulkan by theandrewbailey on Thursday February 19, 2026 @06:42AM (#47072780)
I use Unigine Heaven to benchmark Linux systems. A colleague's friend has an epic spreadsheet of Heaven benchmarks across many configurations, and he submitted a few I've done. I ran it at home on my Linux desktop. For shits and giggles, I also downloaded the Windows version and ran it in Proton, and got a 30% performance boost! I suspect that a lot of that is due to the dxvk library that Proton uses, and the multithreading that it introduces translating D3D11 calls to Vulkan.

https://benchmark.unigine.com/heaven

https://github.com/doitsujin/dxvk

Re:Minecraft Java is switching from OpenGL to Vulkan by jakogut on Thursday February 19, 2026 @10:58AM (#47075169)
There's a "newer" (almost ten years old) Unigine benchmark available called Superposition you should check out.

https://benchmark.unigine.com/superposition

Re:Minecraft Java is switching from OpenGL to Vulkan by theandrewbailey on Thursday February 19, 2026 @06:53PM (#47081576)
I'm aware. I work in ewaste recycling, and most of the machines I come across are about 10 years old. I'm also a fan of JayzTwoCents. https://m.youtube.com/watch?v=ukb5tlT4IuQ
Re:Minecraft Java is switching from OpenGL to Vulkan by chrisdfrey on Thursday February 19, 2026 @11:42AM (#47075727)
With a lot of games you can put DXVK DLLs in its folder and get better performance: https://github.com/doitsujin/dxvk/releases