pulse

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Adaptive Performance Manager for Minecraft that intelligently monitors rendering performance and adjusts visual quality dynamically.

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clonehttps://gitlab.com/bitzzdev/pulse.git
adaptive-qualityfabricfps-boostminecraftminecraft-modoptimizationperformance
@ main
# Pulse Performance
## Overhead
Pulse runs entirely in the client tick loop. Its overhead is minimal:
| Component | Typical |
|---|---|
| PerformanceEngine.update() | < 0.01 ms |
| PressureEngine.update() | < 0.01 ms |
| AdaptiveManager.update() | < 0.01 ms |
| ModuleManager.update() | < 0.01 ms |
| **Total per tick** | **< 0.04 ms** |
At 60 FPS (16.67 ms budget), Pulse consumes < 0.3% of frametime.
## Expected Savings
**No formal benchmarks exist yet.** Real-world savings depend on scene complexity.
| Optimization | Expected Gain | Status |
|---|---|---|
| Entity distance scaling | 5–15% in dense entity scenes | Mixin + Options API |
| Cloud reduction | 2–5% | Options API |
| Weather particle filtering | 1–3% | Internal param hooks |
| Particle reduction | TBD | Mixin |
| Animation culling | TBD | Mixin |
| Chunk upload prioritization | TBD | Mixin |
| Transparency sort reduction | TBD | Mixin |
| UI update throttling | TBD | Mixin |
| Shadow resolution (shader mods) | TBD | Iris reflection |
## Profiling
Run a JFR recording alongside Pulse:
```
./gradlew runClient
```
Then attach JDK Mission Control to the process.