this post was submitted on 18 Feb 2026
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[–] lvxferre@mander.xyz 16 points 4 days ago* (last edited 4 days ago) (2 children)

"Switching from OpenGL to Vulkan will have an impact on the mods that currently use OpenGL for rendering, and we anticipate that updating from OpenGL to Vulkan will take modders more effort than the updates you undertake for each of our releases," explains Mojang. "To start with, we recommend our modding community look at moving away from OpenGL usage."

Question: how much does your typical content mod decide what's going to be rendered? Is this something typically handled by Fabric/Quilt/[Neo]Forge?

Because I can quite guess OptiFine and the likes will need a lot of elbow grease, but I'm not sure about the rest.

[–] ChairmanMeow@programming.dev 12 points 4 days ago

Sodium, Optifine, Iris, Distant Horizons etc... will likely require a lot of work. But the people maintaining those are genuinely geniuses.

For regular mods a lot is handled by FRAPI or Forge.

[–] gagootron@feddit.org 3 points 4 days ago

I guess that mods like create (and all the addons made by many people) would need some effort. create has it own rendering system called flywheel that it needs for all the animated contraptions.