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BenchmarksHorizon against Java Edition 26.3

Same machine, same world, same flight.

We run Horizon and vanilla Minecraft: Java Edition 26.3 one after the other on the same computer: a fresh world from the same seed, the same settings, and the same four flights over a village, a forest, the ocean and a mountain. Every figure comes from the same code for both games. Where Java does better, the tables say so.

Measured by us

The project's own machines, at render distance 12 (vanilla's default) and 32. VSync off, no frame cap, a 1280x720 window, simulation distance 12, everything else at vanilla's defaults. Each figure is the median over the runs; the frame figures are averaged over the four flights.

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Your hardware

Pick a graphics card, a processor and, if you know it, your memory. If we or at least three players have measured that pair, you see what was measured; otherwise an estimate from the nearest measured machine, as a range.

Render distance

The picker needs JavaScript; the tables above and the method below work without it.

From players

Players who allow benchmark uploads in the launcher's data collection settings share the report of horizon-client --benchmark standard. Results are grouped by graphics card, processor and render distance, and a group shows only once at least 3 different installs are in it, so no one can be picked out. Only medians are published, with how the group's installs split by memory, graphics memory, drive and system in coarse classes (each class only with at least 3 installs too): no install ID, date, driver, exact memory or screen.

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How the estimates work

An estimate starts from the measured machine closest to the one you picked, then scales its figures with a small table of specifications we wrote ourselves (no benchmark database):

  • GPU factor: the geometric mean of the two graphics cards' ratio of FP32 shader throughput (TFLOPS) and of memory bandwidth (GB/s), as their makers state them.
  • CPU factor: the ratio of the two processors' single-thread scores: top boost clock times a rough factor per chip generation (Zen 4 = 1).
  • Frame rate: when the measured run split each frame into CPU and GPU time, the slower side is scaled by its factor; otherwise by the geometric mean of both. Whatever the split, the real figure lies between the measured one scaled by the smaller and by the larger factor; we widen that by 15% for the roughness of the table, and show it as the range.
  • Load times are CPU work (generating, lighting and meshing chunks), scaled by the CPU factor. Memory is not scaled: it follows the world and the settings, not the speed.
  • Memory size: when players' results say how much memory and graphics memory their machines have, a measured group whose players have neither yours counts as further away, and the estimate says what they had. With your memory picked, it also says when the game's peak use is a large share of it.

Estimates ignore drivers, the graphics API, thermal limits and the operating system, which can matter as much as the chip. Treat them as a rough idea, and run horizon-client --benchmark standard on your own machine for the real figure.

The specification table
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How we measure

tools/perf_bench.py starts each game from a fresh world (seed 1234, creative), waits until every chunk around the spawn is loaded and drawn, then for each scene teleports, waits for the chunks, holds for 2 seconds and flies a straight 192-block path in 12 seconds. Every frame is recorded. Vanilla runs as players get it (your own client, the official launcher's Java options, Java 25), driven by a small development-only mod that only calls the game's own code; nothing of Minecraft is shipped. The full method and its caveats are in docs/benchmark.md, and every raw report is in the repository.

Measure your own computer with horizon-client --benchmark standard --render-distance 12: it writes a report to the benchmarks folder of the game folder.

Not an official Minecraft product. Not approved by or associated with Mojang or Microsoft.

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