diff --git a/markdown/about/DEVICES.md b/markdown/about/DEVICES.md index 7d06c672..b4afe282 100644 --- a/markdown/about/DEVICES.md +++ b/markdown/about/DEVICES.md @@ -1,6 +1,6 @@ # Device requirements - **Minimum** means 60 or more average FPS on 1.12.2 with [OptiFine](https://optifine.net/downloads) installed at lowest settings. -- **Recommended** means 60 or more average FPS on 1.21.1 with [OptiFine](https://optifine.net/downloads) installed with the following settings: +- **Recommended** means 60 or more average FPS on 1.21.4 with [OptiFine](https://optifine.net/downloads) installed with the following settings: - 10 Render Distance - Smooth Lighting - All animations diff --git a/markdown/wiki/faq/INSTALLATIONOFMODSRPWORLDS.md b/markdown/wiki/faq/INSTALLATIONOFMODSRPWORLDS.md index da9be402..ea350c82 100644 --- a/markdown/wiki/faq/INSTALLATIONOFMODSRPWORLDS.md +++ b/markdown/wiki/faq/INSTALLATIONOFMODSRPWORLDS.md @@ -8,8 +8,6 @@ 5. Inside you will find the `mods` folder. 6. Paste your mods there. -### File Structure: - ``` .minecraft │ diff --git a/markdown/wiki/faq/android/RENDERERS.md b/markdown/wiki/faq/android/RENDERERS.md index a46ce87d..a226fa0b 100644 --- a/markdown/wiki/faq/android/RENDERERS.md +++ b/markdown/wiki/faq/android/RENDERERS.md @@ -1,20 +1,38 @@ # Renderers Minecraft runs on OpenGL, and mobile devices generally only support OpenGL ES (GLES). And since Minecraft won't run on GLES, we have to use renderers as compatibility layers between OpenGL ES and OpenGL. > All of the following renderers were tested using the same environment; Minecraft 1.21.1 with Optifine, 8 chunks, running on a Snapdragon 778g at 80% resolution scale, with Fast graphics and smooth lighting. + ## Holy GL4ES - Optimized for performance, Holy GL4ES is the default renderer in PojavLauncher and should be used in almost all scenrarios. - Supports OpenGL 2.1 and has shader converting capabilities, thus makes up for about 1/8 of the OpenGL 3.x standard. - Works on all versions of vanilla Minecraft. ### A screenshot of Holy GL4ES running Minecraft 1.21.1 ![holygl4es](https://raw.githubusercontent.com/whal-whales/random-imgs-repo-for-stuff/refs/heads/main/2024-09-22_12.32.23.png) -## ANGLE -- Slower than Holy GL4ES(*), runs on Vulkan. Should be used only in specific cases, where a server resource pack or a mod fails to run due to missing OpenGL extensions. -- Supports OpenGL 3.2 only. -- Only works on Minecraft 1.17+ + +## LTW (Large Thin Wrapper) +- Comparatively same in performance as GL4ES. Only works on 1.17+. +- Supports full OpenGL 3.0 +- Has decent mod compatibility, can run some of the most popular mods such as Sodium & its family, Create Mod, etc... +::: tip +LTW is also capable of running a few official shaders (Highly depends on the GPU of the system)! +::: +### A performance comparison of LTW with GL4ES +![performance](https://github.com/user-attachments/assets/fb42aabd-8e8a-4693-9117-85a4a57767e9) + + +> ## ANGLE +> - Slower than Holy GL4ES(*), runs on Vulkan. Should be used only in specific cases, where a server resource pack or a mod fails to run due to missing OpenGL extensions. +> - Supports OpenGL 3.2 only. +> - Only works on Minecraft 1.17+ > On iOS devices, ANGLE can provide faster performance than Holy GL4ES. +::: warning SIDE NOTE +As of Galdiolus release, ANGLE renderer has been removed/replaced with LTW, We highly recommend you to use LTW instead. This marks ANGLE as now iOS exclusive. +::: + ### A screenshot of ANGLE running Minecraft 1.21.1 ![angle](https://raw.githubusercontent.com/whal-whales/random-imgs-repo-for-stuff/refs/heads/main/Screenshot_20240922_124430_PojavLauncher%20(Minecraft%20Java%20Edition%20for%20Android).jpg) + ## Zink - Mid. It's only useful for mods that don't run due to missing OpenGL extensions and for running shaders. - Supports OpenGL 4.5 on Adreno GPUs with Turnip, and OpenGL 3.1/3.2(*) on Mali GPUs. Adreno GPUs without Turnip diff --git a/markdown/wiki/faq/android/SHADERS.md b/markdown/wiki/faq/android/SHADERS.md index 9cee5d20..2bdf8ebc 100644 --- a/markdown/wiki/faq/android/SHADERS.md +++ b/markdown/wiki/faq/android/SHADERS.md @@ -1,7 +1,21 @@ # Shaders -The LTW renderer brings up a huge shader compatibility, which means Pojavlauncher now supports shaders made for Iris or Optifine. +The LTW renderer brings up a decent shader compatibility, which means Pojavlauncher now supports shaders made for Iris or Optifine. Here are a few list of shaders that work on LTW + +✅ No Bugs +⚠️ Minor Bugs +❗ Major Bugs +## Note +This list also lists shader that has bugs, but not critical bugs. +This list will be updated once in a while. Also please raise issues to get us aware about the shaders which are working or not working! + + +## Shader List +| Status | Shader Name | Link | Bugs | Last Checked | Tested On | +|--------|-------------|------|------|--------------|-----------| +|⚠️|BSL Original|[Modrinth](https://modrinth.com/shader/bsl-shaders)|No Water Reflection, AO Shadow line bug (MALI)|20-01-2025|Poco X6 Pro| +|⚠️|BSL Classic|[Modrinth](https://modrinth.com/shader/bsl-shaders-classic)|No Water Reflection, AO Shadow line bug (MALI)|20-01-2025|Poco X6 Pro| +|✅|MakeUp-UltraFast|[Modrinth](https://modrinth.com/shader/makeup-ultra-fast-shaders)|None|20-01-2025|Poco X6 Pro| -### Known Issues ### Open4ES - Famous shaders (e.g. SEUS), which are converted to work with GL4ES. diff --git a/markdown/wiki/going_further/JAVA-ARGS.md b/markdown/wiki/going_further/JAVA-ARGS.md index 4adafbe9..d8d24517 100644 --- a/markdown/wiki/going_further/JAVA-ARGS.md +++ b/markdown/wiki/going_further/JAVA-ARGS.md @@ -7,7 +7,8 @@ 3. Fill in with the relevant JVM arguments you like. 4. Finally Save the Profile by clicking on Save button. -![1737452003507421707442135702385](https://github.com/user-attachments/assets/3acb95bd-7ae2-49e2-a540-00e11fe0ed1b) +![1000146086](https://github.com/user-attachments/assets/de3c2be9-1fda-4107-ac64-3b3d9f134d32) + ## Some Common JVM Arguments