F5F Stay Refreshed Software PC Gaming Vanilla Minecraft using low-end shaders operates around 30 frames per second.

Vanilla Minecraft using low-end shaders operates around 30 frames per second.

Vanilla Minecraft using low-end shaders operates around 30 frames per second.

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S4NP3I
Member
194
04-10-2017, 12:38 AM
#11
It looks like the stock set of arguments matches what you shared. When I opened my installation's settings, I saw the same configuration you mentioned, already saved.
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S4NP3I
04-10-2017, 12:38 AM #11

It looks like the stock set of arguments matches what you shared. When I opened my installation's settings, I saw the same configuration you mentioned, already saved.

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duhazneubin
Senior Member
583
04-10-2017, 01:56 AM
#12
I’m a bit late but consider adjusting the JVM argument “2G” to a value equal to three-quarters of your RAM. For instance, with 16GB of RAM, using 12GB would work. This gives more memory to the game. Hope I clarified it clearly.
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duhazneubin
04-10-2017, 01:56 AM #12

I’m a bit late but consider adjusting the JVM argument “2G” to a value equal to three-quarters of your RAM. For instance, with 16GB of RAM, using 12GB would work. This gives more memory to the game. Hope I clarified it clearly.

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rosie2435
Senior Member
475
04-16-2017, 12:01 AM
#13
There seems to be an issue. I ran a test with my 1080Ti at 1440p using Optifine and Silder's Extreme with a basic 16-bit texture pack. Render distance was set to 16. The performance averaged around 90-100fps, with minor drops to 48-55fps. Here are the settings I used:
-Xmx4G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
Also, make sure you're using a newer Java version, such as Java 8 Update 221 64-bit.
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rosie2435
04-16-2017, 12:01 AM #13

There seems to be an issue. I ran a test with my 1080Ti at 1440p using Optifine and Silder's Extreme with a basic 16-bit texture pack. Render distance was set to 16. The performance averaged around 90-100fps, with minor drops to 48-55fps. Here are the settings I used:
-Xmx4G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
Also, make sure you're using a newer Java version, such as Java 8 Update 221 64-bit.

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Miel1994
Member
104
04-16-2017, 01:22 AM
#14
I'll verify my arguments with yours and check my Java version. I'm sure I'll be back soon. Thanks!
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Miel1994
04-16-2017, 01:22 AM #14

I'll verify my arguments with yours and check my Java version. I'm sure I'll be back soon. Thanks!

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BloodArsenal
Member
176
04-26-2017, 01:28 PM
#15
I’ve been a while since I last shared updates here, but I’d like to discuss some observations (for anyone researching this common problem).
Recently, I developed a custom modpack (MC v1.12.2), which is currently in a closed late alpha phase. At the start of its creation, I explored nearly every configuration option available—such as forge, optifine, foamfix, betterfps, phosphor, and vanilla—to identify any factors affecting frame rate. The main factor I noticed was antialiasing and anisotropic filtering.
It’s important to mention that my display is a 2560x1080p (ultrawide) monitor at 75Hz. This setup increases the workload on any game running on it. I’m using an FOV of 82 with MC enabled.
With anti-aliasing and focus enabled, a render distance of 20 units, high-fidelity graphics, maximum mipmap levels, and all other settings at their highest, I achieved 250–350fps (depending on environment and altitude). When either AA or AF was off, the numbers stayed between 80–110fps.
With both AA and AF off, using any shader, my frame rate remained consistent at 80–110fps—possibly because shaders were causing the game to enforce AA/AF.
Despite this, the modpack I built includes nearly everything I wanted. I’ve managed to fit around 150 mods so far, and performance is solid with Crafttweaker and similar tools. At a render distance of 12 units, medium/high graphics settings, and a few enhancement mods, I consistently reached stable 75–110fps.
To reach this, I had to adjust the Nvidia control panel manually—specifically AA/AF, forcing Java to VSync, and setting Minecraft’s FPS limiter to unlimited. Combined with the Fullscreen Windowed mod, it gave me a smooth and enjoyable Minecraft experience.
To be clear, my GPU never exceeds 1/3 usage, while my CPU stays around 40% during typical gameplay with frequent loading spikes. This includes many open tabs, Discord, Task Manager, and multiple applications (including four monitors).
I hope this information helps others facing similar challenges. Next time I play vanilla, I’ll tweak the settings to match what I’ve learned here, then share my findings again.
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BloodArsenal
04-26-2017, 01:28 PM #15

I’ve been a while since I last shared updates here, but I’d like to discuss some observations (for anyone researching this common problem).
Recently, I developed a custom modpack (MC v1.12.2), which is currently in a closed late alpha phase. At the start of its creation, I explored nearly every configuration option available—such as forge, optifine, foamfix, betterfps, phosphor, and vanilla—to identify any factors affecting frame rate. The main factor I noticed was antialiasing and anisotropic filtering.
It’s important to mention that my display is a 2560x1080p (ultrawide) monitor at 75Hz. This setup increases the workload on any game running on it. I’m using an FOV of 82 with MC enabled.
With anti-aliasing and focus enabled, a render distance of 20 units, high-fidelity graphics, maximum mipmap levels, and all other settings at their highest, I achieved 250–350fps (depending on environment and altitude). When either AA or AF was off, the numbers stayed between 80–110fps.
With both AA and AF off, using any shader, my frame rate remained consistent at 80–110fps—possibly because shaders were causing the game to enforce AA/AF.
Despite this, the modpack I built includes nearly everything I wanted. I’ve managed to fit around 150 mods so far, and performance is solid with Crafttweaker and similar tools. At a render distance of 12 units, medium/high graphics settings, and a few enhancement mods, I consistently reached stable 75–110fps.
To reach this, I had to adjust the Nvidia control panel manually—specifically AA/AF, forcing Java to VSync, and setting Minecraft’s FPS limiter to unlimited. Combined with the Fullscreen Windowed mod, it gave me a smooth and enjoyable Minecraft experience.
To be clear, my GPU never exceeds 1/3 usage, while my CPU stays around 40% during typical gameplay with frequent loading spikes. This includes many open tabs, Discord, Task Manager, and multiple applications (including four monitors).
I hope this information helps others facing similar challenges. Next time I play vanilla, I’ll tweak the settings to match what I’ve learned here, then share my findings again.

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xDeviantWolfe
Member
158
04-26-2017, 02:30 PM
#16
Ah, so you used AA on. With Minecraft on a 4K display and high pixel density (usually not fullscreen, but often rendered at 1440p with other windows open), I usually disable most anti-aliasing and anisotropic effects. Also, I turn off bloom, godrays, under water fog, and vignette for a cleaner look. Though I’m not sure what changes in the newer shader pack for 1.15.2 have affected performance—maybe it’s impacting FPS more now. I see more options available, so I’ll need to experiment to spot any resource-heavy changes. Or perhaps Optifine is still in beta for 1.15.2. Still manage to capture some good screenshots once I adjust it. Did a test of a semi-ultrawide view on my standard 4K monitor?
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xDeviantWolfe
04-26-2017, 02:30 PM #16

Ah, so you used AA on. With Minecraft on a 4K display and high pixel density (usually not fullscreen, but often rendered at 1440p with other windows open), I usually disable most anti-aliasing and anisotropic effects. Also, I turn off bloom, godrays, under water fog, and vignette for a cleaner look. Though I’m not sure what changes in the newer shader pack for 1.15.2 have affected performance—maybe it’s impacting FPS more now. I see more options available, so I’ll need to experiment to spot any resource-heavy changes. Or perhaps Optifine is still in beta for 1.15.2. Still manage to capture some good screenshots once I adjust it. Did a test of a semi-ultrawide view on my standard 4K monitor?

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ryanvdx
Junior Member
42
04-26-2017, 02:40 PM
#17
Sure, I'd love to have a 4K monitor so I can turn off the auto-focus and AF while still enjoying a nice image. However, in Minecraft I've discovered that mipmapping reduces many of the rough edges without much impact on performance. In fact, with a 7700k and 1080ti setup, mipmapping results in no performance loss and a significant visual improvement. Also, that screenshot you have is really nice. Is it a stock version or a modded one?
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ryanvdx
04-26-2017, 02:40 PM #17

Sure, I'd love to have a 4K monitor so I can turn off the auto-focus and AF while still enjoying a nice image. However, in Minecraft I've discovered that mipmapping reduces many of the rough edges without much impact on performance. In fact, with a 7700k and 1080ti setup, mipmapping results in no performance loss and a significant visual improvement. Also, that screenshot you have is really nice. Is it a stock version or a modded one?

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emstay26
Senior Member
441
04-26-2017, 03:57 PM
#18
Vanilla MC with optifine using Slidurs shader was used. I captured a screenshot of an area on the server I host for a small group. The dramatic sky and Mizunos 16 Craft resource packs are in use. I have the same GPU, but it pairs with a 1950X.
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emstay26
04-26-2017, 03:57 PM #18

Vanilla MC with optifine using Slidurs shader was used. I captured a screenshot of an area on the server I host for a small group. The dramatic sky and Mizunos 16 Craft resource packs are in use. I have the same GPU, but it pairs with a 1950X.

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