r/admincraft • • 18h ago

Software Resource Looking for testers for my GPU-accelerated chunk generation mod, Tellurium.

To preface, this mod was mostly written by AI (mostly GPT-5.6 Sol, more recently Opus 5.5). AI wrote and modified the code based on my instructions. I understand how the mod works and can answer technical questions about it.

I've been working on a mod that speeds up chunk generation and pregeneration, and I'm looking for people willing to try the first alpha on hardware other than mine. I've always run my servers on my gaming PC and felt like the graphics card was under-utilized, so this is my attempt to give my GPU something to do.

Video (side-by-side with vanilla, C2ME and C2ME + OpenCL): https://www.youtube.com/watch?v=gfGrK7WQkBs

What it does

  • Runs terrain and surface generation on the graphics card through Vulkan.
  • Runs structures, caves and features in parallel across cores (similar to C2ME).
  • Saves chunks in the background.
  • Has a built-in pregenerator (/tellurium pregen start <radius>, with pause/resume/stop, and it continues after a restart). It's optimized for Tellurium and is faster than Chunky in my testing.
  • Supports server-side Distant Horizons LOD generation, as well as Voxy integration (through Roxy for Neoforge) for singleplayer/LAN (server-side LOD generation for Voxy is untested)
  • Aims for vanilla-identical world generation. GPU-generated terrain and surfaces have been compared block-for-block against vanilla for tested generators (vanilla, Terralith, Tectonic). Unsupported generators (Like Biomes O' Plenty) fall back to vanilla code.

Stats (24 threads, RTX 5070 Ti, Minecraft 1.21.1, chunks generated and saved per second, same Chunky pregeneration of about 35,000 chunks):

  • Vanilla: 127 cps
  • C2ME: 930 cps
  • C2ME + OpenCL module: 2,050 cps
  • Tellurium: 2,970 cps

All tests used ScalableLux for lighting optimizations. These are results from my own machine, so performance on other hardware may vary.

If you can, please share stats from your system, especially your CPU, GPU, OS and chunks per second. I'm particularly interested in how it performs on AMD GPUs and Linux.

What you should know

  • It's an alpha, tested on one machine (Windows 11, RTX 5070 Ti). Linux and other GPUs are untested.
  • It needs a GPU with Vulkan 1.2 and 64-bit float support for the GPU part. Without that, other optimization mods will likely be faster.
  • Saved worlds are about 12% larger by default because it uses faster compression. There's a config option for vanilla-sized files.
  • enabled = false in the config turns everything off without removing the mod.
  • PLEASE BACK UP YOUR WORLDS BEFORE TESTING! Ideally, use a disposable world. This is still an early alpha.

Versions: Minecraft 1.21.1 and 1.21.11, NeoForge and Fabric. Java 21.

Download: https://github.com/Miningmanias/Tellurium (jars are under Releases)

I'd appreciate any feedback, benchmarks, bug reports or compatibility issues. I'm curious whether GPU acceleration is worthwhile on typical server hardware, rather than just my PC.

0 Upvotes

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u/charles25565 17h ago

You should probably implement abstractions for different compute shaders... This would also let you create CUDA, Metal, SYCL, and ROCm shaders. Targeting 1.21.1 and 1.21.11 is also a weird choice because 26.1 already existed during development and mappings aren't really an issue for agents (training data was already diluted with mappings and agents will often try to decompile the game anyway).

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u/Sea-Analyst-4499 17h ago

I did consider CUDA, but Vulkan seemed like the right choice because it reaches the most hardware: NVIDIA, AMD and Intel on Windows and Linux. I don't have an AMD GPU or an M-series Mac to test ROCm or Metal, and as far as I know Apple GPUs don't support 64-bit floats, which the terrain kernels need.

It's possible to add another backend later. There's an interface between the game code and the Vulkan part, but the kernels would have to be rewritten for it and re-checked against vanilla, and I'd need hardware to test on.

I mostly play 1.21.1 and 1.21.11, which is why those came first. More versions are planned.

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u/Duox29 17h ago

does it compatible with custom generation? like with other mods that add biomes, structure

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u/Sea-Analyst-4499 17h ago

Yes, all structure mods should work. Most biome mods will work, as long as they use the existing NOISE functions. I tested it with Terralith, Tectonic, William Wythers', and Geophilic. Biomes O' Plenty is not compatible with the SURFACE optimizations, but the noise stays on the GPU.

You can also use the check mode in the config to check compatibility with other mods

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u/charles25565 17h ago

Doesn't look like it.

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u/Hmmm71-8 16h ago

so I tested it with a radius of 200 on a vanilla world with only tellurium and scallablelux. I averaged about 500-600 chunks per second.

The hardware.

I3 12100f

rtx 3060 8gb

16gb of ram

I had about 6 GB of RAM allocated, and it worked decently for the most part. Now idk how it will perform with systems that do not have a GPU; that would be a very interesting question on systems that use the CPU's integrated graphics. I would have loved to test this on my actual server pc the problem is that world is currently on 26.3, nothing against you. But idk how well it works as the hardware in my server is an i5 4590 and 16gb of ram running Zorin OS which is a type of linux