🚀 Vanilla Outsider: Velocity Render — Official Wiki
📌 Repository Source Disclaimer: The documentation in this Wiki reflects the current source code state in the repository, which may include recent unreleased commits or developmental features ahead of public release builds on CurseForge and Modrinth.
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| Language | Home Page | Technical Overview |
|---|---|---|
| English | [English Home&](./English Home&.md#124;Home) | [Overview (26.3)&](./Overview (26.3)&.md#124;26.3-Home) |
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| 🇪🇸 Español (Spanish) | Inicio& | [Descripción general&](./Descripción general&.md#124;es_es-Overview) |
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🧭 Welcome to the Official Documentation
Vanilla Outsider: Velocity Render is an ultra-high-performance Fabric optimization mod designed to eliminate high-speed chunk pop-in and void walls. By synchronizing client chunk render meshing queues and server world generation tickets directly with the player's real-time velocity vector ($\vec{v}$), the terrain you are flying or galloping toward is compiled and loaded first.
=============================================
VELOCITY-BIASED ANISOTROPIC CHUNK PIPELINE
=============================================
[ PLAYER ]
|
Velocity Vector | s >= 0.20 b/t
v
+-----------------------------------------+
| VelocityCalculator (EMA a=0.65) |
+-----------------------------------------+
/ \
/ \
(Client Render Meshing)/ \(Server Chunk Tickets)
v v
+---------------------+ +--------------------------+
| AnisotropicDistance | | ForwardTicketManager |
| Helper (Dot Product)| | (TicketType. |
| Directional Bias) | | PLAYER_LOADING) |
+---------------------+ +--------------------------+
| |
v v
Prioritized Chunk Mesh Predictive Forward Chunks
(Zero Pop-In Ahead) (Ahead up to 16 Chunks)🏛️ Select Your Minecraft Version
Select your Minecraft version below to enter its dedicated, isolated documentation tree:
| Minecraft Version | Version Tree Link | Engine Lifecycle | Client Queue Mixin | Minimum Java |
|---|---|---|---|---|
| Minecraft 26.3 | [👉 Enter MC 26.3 Wiki&](./👉 Enter MC 26.3 Wiki&.md#124;26.3-Home) | Modern Lead | SectionTaskDynamicQueue | Java 25+ |
| Minecraft 26.2 | [👉 Enter MC 26.2 Wiki&](./👉 Enter MC 26.2 Wiki&.md#124;26.2-Home) | Modern Predecessor | SectionTaskDynamicQueue | Java 25+ |
| Minecraft 26.1 | [👉 Enter MC 26.1 Wiki&](./👉 Enter MC 26.1 Wiki&.md#124;26.1-Home) | Modern Anchor (26.1.2) | CompileTaskDynamicQueue | Java 25+ |
⚡ Key Architectural Subsystems
Every supported version features four dedicated subsystem engineering domains:
Anisotropic Chunk Prioritization: Replaces vanilla's Euclidean radial sorting with directional dot-product distance calculation. Chunks in your trajectory vector receive dramatically reduced distance scores, forcing chunk compile worker threads to mesh forward terrain first.
Predictive Chunk Generation Biasing: Server-side trajectory raycaster that allocates temporary
PLAYER_LOADINGtickets along your forward velocity cone. Coupled with the Continuous MSPT Watchdog, it adapts lookahead reach from 4 to 16 chunks to preserve 20 TPS.Dynamic Configuration & GameRules: Full real-time in-game control via namespaced
velocityrender:*GameRules and the/velocityrenderBrigadier command suite (help,status,get,set,reset,reload).Technical Architecture & Mixins: Deep technical breakdown of package architectures, zero-allocation primitive FastUtil collections, volatile cache variables, and version-specific Mixin targets.
🛠️ General Information & Links
- Full Version Matrix: Version Compatibility Matrix
- Compiling & Building: Developer Setup and Building Guide
- Source Code Repository: GitHub Repository
- Official Mod Distribution: Modrinth Project
- Author Attribution: Developed and maintained by Dasik (Rifaditya)
- License: GNU General Public License v3.0 (GPLv3)
