What is new
Every build, newest first.
1.0.0
The first release, September 2026. Minecraft Java 26.3, Fabric, macOS 13 or newer on Apple Silicon. Watch the launch film.
- Metal ray tracing for sun shadows, sky visibility, one-bounce global illumination, water reflections (with the player and entities in them) and the fog's sun and sky visibility. Hardware ray tracing on M3 and later; M1 and M2 run the same kernels in software.
- Deferred physically based rendering with four-cascade PCSS soft shadows, SSAO, contact shadows and screen-space reflections.
- The water engine: a fetch-limited wave spectrum, a simulated ripple field with splashes, boat wakes and rain rings, caustics, falling water and plunge pools, streams, shorelines and ice.
- Volumetric fog and light shafts colored by stained glass, the square clouds and sun lit by the atmosphere model, sunsets, stars, nebulae and a flowing aurora.
- Weather that knows where it rains and snows: dry deserts, snow biomes, shelter under roofs and leaves, storms, lightning and snow on leaves.
- Colored block light with flickering flames, dynamic lights from held items, glass mirrors, the Nether and the End.
- The extended render distance: level-of-detail terrain far past the vanilla render distance, with its own shadow map and a seam that follows vanilla's round edge.
- Resource packs: custom entity models and animations, and LabPBR 1.3 normal and specular maps for blocks, items, block entities and mobs.
- A settings screen on K with four quality profiles, a switch for every feature, pass timings and an Advanced page. The first launch picks a quality level for your chip.
Known limits
- Measured on one machine, an M4 Max. On an M1 or M2, start on Medium or High.
- Generate horizon saves the far terrain it generates into your singleplayer world. Turn it off before opening a world you want untouched.
- Depth of field is off by default, and MetalFX upscaling is experimental.
- The first-person hand is drawn by vanilla.
- On other platforms the mod loads but stays off.