Files
horizon-airdef/docs
Ludovic Marie b691b5ebaa Benchmark Horizon against vanilla 26.3 and vanilla with performance mods
tools/perf_bench.py runs Horizon, the vanilla 26.3 client and vanilla with
Sodium, Lithium, FerriteCore and ImmediatelyFast through the same steps:
fresh world (seed 1234, creative) per render distance, start to title, start
to in-world, then per scene teleport, chunk load, settle and a fixed 192-block
flight. Every frame time is kept and one function computes average FPS, 1% and
0.1% lows, p50/p95/p99/p99.9 and a frame-time histogram for every game; RSS is
sampled from outside the process for every game. One options.txt (vanilla's
keys, Fancy preset values with a Custom preset so the render distance holds)
is written for all of them.

Vanilla is driven by a dev-only Fabric mod (mods/horizon/src/bench) compiled
against the user's own client jar: it creates the world with
WorldOpenFlows.createFreshLevel, teleports with /tp and places the player on
the path every frame as horizon-ctl fly does. Nothing of the game is
redistributed and the performance mods are fetched from Modrinth with the
hashes pinned in packs/mods.lock.json.

Horizon side: `fly ... PITCH raw` also replies with every frame time, and
--offscreen drives frames from the event loop, so a window nobody sees (a
locked macOS session) still renders.

docs/benchmark.md describes what is measured, how fairness is kept, the
caveats and how to reproduce it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 03:40:12 +02:00
..

Horizon documentation

To play, use the launcher; the project site is playhorizon.dev. These pages are for developers.

Build and run

  • Build from source: your own copy of the game, resource preparation, cargo run.
  • Native client: options, controls, the dedicated server, horizon-ctl scripting, packaging, architecture.
  • Graphics: the Simple and Advanced graphics settings, the graphics benchmark and what it measured.
  • Benchmark: Horizon against vanilla 26.3 and vanilla with performance mods, on the same machine, world, path and settings: what is measured, how it is kept fair, how to reproduce it.
  • Extras: optional zoom, minimap, FPS and keystroke overlays and auto-reconnect, all off by default.
  • Launcher: installs, updates and starts builds; its CLI and MCP server; releasing it.
  • Opt-in data collection: the consent, exactly what is sent, how it is stored and sent.
  • Menus: the title, world list, create world, multiplayer, options and pause screens share the launcher's design tokens and fonts (crates/horizon-theme), drawn by ui_theme over a live frozen backdrop (game/backdrop.rs, blurred and graded by post.rs). Options → Interface → Menu style switches to vanilla's screens (Classic, kept in horizon.txt; HORIZON_MENU_STYLE=horizon|classic overrides it, and scripted runs default to Classic). Title (webm), worlds, options, pause.

Parity

Architecture: world generation

Architecture: world data and simulation

The earlier Java track (no longer developed)