Nether ClientDownload

What makes it fast, and how we check it

Nether Client bundles seven performance mods and adds performance patches we wrote ourselves. This page names each bundled mod, credits the projects we build on, and explains how we check that nothing you see changes.

01 Bundled

What makes it fast

Nether Launcher installs these mods into the Nether Client instance and updates them with the game, alongside Fabric API and Mod Menu. We did not write them: each is its own project, made by its own authors, and each publishes its source code. They are credited and linked here.

Nether Launcher's mod list with Fabric API, Sodium, Mod Menu, Iris Shaders, Entity Culling, FerriteCore and Lithium, each with Installed or Update and an Uninstall button.
Sodium, Lithium, FerriteCore and Entity Culling as Modrinth lists them in Nether Launcher, each by its own authors.

02 Our own work

What we wrote

On top of the bundled mods, Nether Client ships performance patches we write ourselves. They go after work the game repeats every frame without needing to, mostly in the moments that hurt most on big servers: a screen full of players, text and interface. We do not publish how they work.

  • Where they help

    Busy servers and text-heavy screens.

  • What they never do

    Change what you see, change gameplay or give you an advantage.

  • Always reversible

    Each one can be turned off by support if it ever misbehaves on your machine.

03 Method

How we measure

How we check a patch before it ships, and how we see what it does afterwards.

  • One benchmark, fixed scenes

    Nine scenes built the same way every time, from an empty world to a crowd and a full HUD, with the same camera path on every run. Each run records frame-time percentiles, 1% and 0.1% lows, memory allocation and garbage collection pauses.

  • Compared with the unpatched game

    Each patch is compared against the unpatched game and has to draw the same picture before it ships.

  • One release each

    Each patch ships in its own release, so its effect can be measured on its own.

  • Repeatable runs, named hardware

    Benchmark numbers are published only from repeatable runs on named hardware, vanilla against Nether Client. Pseudonymous performance reports, which you can switch off, show us how each release behaves on real machines.

Reports carry frame-time and memory statistics with your hardware and settings, linked to a random install id, never to your account. What they contain and how to switch them off.

04 Results

Benchmarks

Measured numbers will be published here, with the hardware and the method named beside them.

Method. The same fixed scenes and the same camera path on every run, with both setups on the same machine, game version and settings. Every run records frame-time percentiles, 1% and 0.1% lows, memory allocation and garbage collection pauses.

The scenes

  1. BaselineAn empty flat world, sky and ground only.
  2. CrowdA large crowd of players and mobs.
  3. ParticlesParticles spawned continuously.
  4. Chests and signsA dense field of chests and signs.
  5. FoliageGrass under a wide leaf canopy.
  6. Crowded HUDEvery HUD module on, with boss bars and chat.
  7. PvPThe crowd, the particles and the crowded HUD together.
  8. InventoryThe inventory open over the PvP scene.
  9. HubThe Nether Client hub open over the PvP scene.

05 Next

What is next

More patches are in testing. They ship when they measure faster and draw the same.

Free for Windows and Linux, with the performance set installed and kept up to date for you.