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[TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated project artwork

CurseForge · Minecraft mod

[TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated

Stops TaCZ from frying your CPU, fixes cursed bullet and rendering hot paths, and compresses inactive gunpack assets in RAM through Quantified API. Made with love at BlackRift Studios ;]

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which [TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated release should I use?

Updated today
Latest stable file taczaccel-omni-1.3.0.jar
Game version 1.20.1, 1.21.1
Loader Fabric, Forge, NeoForge

[TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated taczaccel-omni-1.3.0.jar targets 1.20.1, 1.21.1 with Fabric, Forge, NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 2 required mods have matching files.

Where it goes

Is [TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Fabric, Forge, NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does [TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated taczaccel-omni-1.3.0.jar need?

taczaccel-omni-1.3.0.jar. Change the file and its required mods may change too.

All 2 required mods have matching files

Install [TaCZ] Timeless and Classics Zero Guns, [QAPI] | Quantified API first. We found matching files for this game-version and loader setup.

[TaCZ] Timeless and Classics Zero Guns Needed by [TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated taczaccel-omni-1.3.0.jar
required
Matching file found Matched file: tacz-1.20.1-1.1.8-hotfix2.jar
[QAPI] | Quantified API Needed by [TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated taczaccel-omni-1.3.0.jar
required
Matching file found Matched file: quantified api-omni-2.2.4.jar
[UNOFFICIAL]TaCZ Refabricated Optional for [TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated taczaccel-omni-1.3.0.jar
optional
No matching file
[UNOFFICIAL] TaCZ NeoForge Port Optional for [TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated taczaccel-omni-1.3.0.jar
optional
Matching file found Matched file: [TaCZ] Timeless & Classics Guns: Zero 1.1.8-hotfix-r7

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add [TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated without breaking your instance.

Built for [TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated taczaccel-omni-1.3.0.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use taczaccel-omni-1.3.0.jar. It targets 1.20.1, 1.21.1 with Fabric, Forge, NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install [TaCZ] Timeless and Classics Zero Guns, [QAPI] | Quantified API first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside taczaccel-omni-1.3.0.jar. It opens that exact file at the source.

About this project

What does [TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated add?

《▓ TaCZ:Accel ▓》

V1.3.0 | Forge 1.20.1 | NeoForge & Fabric 1.21.1

Powered by Quantified API

《▒ What It Does ▒》

TaCZ:Accel is a performance addon for TaCZ. It cuts down repeated rendering, animation, attachment, bullet and resource work that really does not need to happen every frame.

Same guns, same animations, same bullet behaviour. Just less CPU and RAM abuse, especially with bigger gunpacks :DDD

Basically TaCZ, except it stops bullying your PC so much xd.

《▒ V1.3.0 ▒》

  • One OmniJar for Forge 1.20.1, NeoForge 1.21.1 and Fabric 1.21.1.
  • GPU resident gun geometry, direct skinning and automatic CPU/GPU selection for supported render paths.
  • Reusable bone, animation, scope and attachment caches without freezing live animation.
  • Cheaper bullet collision checks and fewer temporary hitbox allocations.
  • TaCZ Mesh Loader 0.1.8, newer NeoForge builds and TaCZ Refabricated support.

《▒ Rendering & Animation ▒》

Compatible guns can stay GPU resident instead of rebuilding transformed geometry every frame. Only changing bone data needs updating, while the CPU side reuses stable poses, keyframes, attachments and render lookups.

  • Direct GPU skinning and compact bone palettes.
  • Item frame batching for compatible guns.
  • Nonblocking GPU uploads with safe CPU fallback.
  • Scope geometry caching while keeping TaCZ stencil behaviour.
  • Live Lua animation, visibility and attachment callbacks stay intact.

AUTO is enabled by default. It tests eligible CPU and GPU routes for each model and display context. It is not perfect, but it does not blindly force the GPU just because a gun is big xd.

《▒ Compatibility ▒》

Iris/Oculus shader packs keep their lighting, effects and framebuffer handling. Compatible passes can still use GPU skinning without replacing the pack's whole renderer.

Accelerated Rendering and TaCZ Mesh Loader keep their own renderers too. TaCZ:Accel optimises around them instead of trying to replace everything :L

Arcana underbarrel switching is handled properly as well, with stack specific model selection and live visibility callbacks preserved.

Complementary Reimagined r5.5.1 and Unbound r5.1.1 were tested on Forge. AUTO keeps unlisted shader packs on the native path unless explicitly opted in. The 1.21 ports still need wider shader and gunpack testing.

《▒ Stability Fixes ▒》

  • Clears old model, attachment and render cache data after resource reloads and world changes.
  • Prevents stale render states from being reused between held guns, item frames and GUI rendering.
  • Keeps gun animations and Arcana's stack specific display lookups working through reloads and weapon state changes.
  • Bounds GPU uploads and compression work, with normal TaCZ rendering as a fallback when something is not supported.
  • Updates the QAPI V2.1 integration and removes the old task builder calls that caused linkage crashes.

《▒ Bullets Still Behave Like TaCZ ▒》

Collision checks are cheaper, not different. Travel time, drop, damage, penetration, headshots and player lag compensation still belong to TaCZ.

The replacement clipping path passed 300,000 randomized comparisons, with another 100,000 checks covering non-player bounds. A fresh collision clipping kernel ran at 18.19 ns normally and 13.92 ns with Accel, about 23.4% less CPU time in that microbenchmark.

《▒ Performance ▒》

Test Measured Result
M38 SPR, direct skinning vs packed CPU 24.69% less render tick time, 20.22% less render-thread CPU/frame.
512 M4A1 frame guns vs packed CPU 24.497 ms → 12.089 ms render-thread CPU, 50.65% lower.
Reimagined ADS, forced GPU vs CPU compatibility 63.16% less render tick time, 51.01% less render-thread CPU/frame.
Unbound scope cache vs native scope 44.66% less elapsed time per scope call.

Fresh Stock TaCZ Comparison

1080p M38 idle, stock control against default AUTO. These are the middle results from two pairs, not a guaranteed FPS gain.

Metric Normal Accel AUTO Change
Median frame 2.137 ms 1.758 ms 17.8% lower
Median FPS equivalent 468 569 21.6% higher
P95 3.632 ms 3.083 ms 15.1% lower
P99 4.766 ms 4.028 ms 15.5% lower
Render CPU/frame 2.252 ms 1.844 ms 18.1% lower

Forge 1.20.1, RTX 3050 Laptop GPU. The two stock comparison pairs ranged from 5.6% worse to 51.7% better, and AUTO chose different routes. These values are measured central results, NOT a dependable 21.6% boost. The tables above also test different render paths, so do not add their percentages together xd.

Older Forge Benchmarks

These are from the older Forge 1.20.1 tests and the old description. Keeping the numbers here for reference, but they were not rerun or revalidated for this current OmniJar. The old detailed hand, shell and stage figures were removed from the current performance report, so do not treat them as current V1.3.0 measurements.

Older Test Normal Accel Old Result
Average frame time 2.145 ms 1.102 ms 48.6% lower
Equivalent FPS 466 907 94.6% higher
First person gun render 760.73 µs 412.59 µs 45.8% lower
Gun model draw 656.51 µs 362.11 µs 44.8% lower
Gun geometry 83.95 µs 47.00 µs 44.0% lower
Buffer flush 140.38 µs 70.05 µs 50.1% lower
Deferred left hand 123.23 µs 62.06 µs 49.6% lower
Deferred right hand 31.23 µs 18.84 µs 39.7% lower
Shell render 6.10 µs 2.19 µs 64.1% lower
Scalar cube compiler 0.55 µs 0.26 µs 52.7% lower
Bullet non-player hitbox check 8.56 ns 2.10 ns 4.08x faster
Hitbox candidate allocation 232 B 64 B 72.41% smaller

Older Accelerated Rendering Paired Test

With Accelerated Rendering's native GPU mesh path already running, the archived paired test reported 8.1% lower P95 frame time, 9.4% lower P99 frame time and a 63.2% shorter worst frame. Average FPS stayed within roughly 3% of the control. These are older test results, not new OmniJar gains.

《▒ Less RAM Waste ▒》

Detached JSON/Lua source bytes can be kept in compressed 32 KiB pages instead of retaining their full raw size. Files are never rewritten, and live parsed objects do not get compressed underneath TaCZ xd.

  • 32 MiB compressed data limit.
  • 8 MiB maximum in-flight compression.
  • Up to 2,048 retained entries with normal fallback and reload invalidation.

In an older test using 1,184 detached JSON/Lua assets, the raw source bytes went from 30,758,670 B to 3,352,979 B after compression, or 89.1% smaller. That is source byte compression, NOT proof of an 89.1% reduction in the live game's RAM usage. This old test has not been rerun for the current OmniJar.

《▒ Quantified API ▒》

Quantified API handles bounded background work such as detached resource compression. Mutable Minecraft/render state stays on the correct thread because throwing OpenGL calls onto random workers and praying is NOT an optimisation :DDD

《▒ Supported Versions ▒》

  • Forge 1.20.1: TaCZ 1.1.8-hotfix
  • NeoForge 1.21.1: TaCZ 1.1.8-hotfix-r7
  • Fabric 1.21.1: TaCZ Refabricated 0.7.1-forge1.1.8-hotfix2

Requires TaCZ and Quantified API V2.1.0 or newer. Fabric also needs Fabric API and TaCZ Refabricated's normal dependencies. Mesh Loader is optional.

Use the same OmniJar on all three targets. Fabric 1.20.1 isn't included.

《▒ Benchmark It Yourself ▒》

Forge: /tacztbench start runs a 30 second capture. Use /tacztbench gpu auto, off, on, instanced or direct to force routes.

For a stock control, launch with -Dtaczt.optimizations.enabled=false and keep the gun, world, camera and settings matched :]

Support BlackRift Studios

《▒ License & Support ▒》

BRSSLA | BlackRift Studios

Found a broken model, animation issue or crash? Send the log, loader version, TaCZ build and gunpack name so I can actually reproduce it :]

Admany | BlackRift Studios | 2026

Project description from CurseForge.

Pick your setup

[TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

6 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

[TaCZ:Accel] | Timeless and Classics Zero Guns: Accelerated versions and loaders

5 of 5 releases match

Looking for an older file? The official CurseForge project page is in Resources.