CurseForge · Minecraft mod
Vira
Renders the world below native with an FSR 1.0 upscale and rebuilds the shader shadow map every Nth frame. Never invents a frame.
Quick answer
Which Vira release matches 26.1?
Vira 1.2.3 Fabric (MC 26.1-26.3) targets 26.1, 26.1.1, 26.1.2 with Fabric. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.
Where it goes
Is Vira required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Vira 1.2.3 Fabric (MC 26.1-26.3) need?
Vira 1.2.3 Fabric (MC 26.1-26.3) on 26.1. Every mod below is checked against that same setup.
Install Fabric API first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.
2 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Vira without breaking your instance.
Built for Vira 1.2.3 Fabric (MC 26.1-26.3) on 26.1. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Vira 1.2.3 Fabric (MC 26.1-26.3). It targets 26.1, 26.1.1, 26.1.2 with Fabric; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Fabric API first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside Vira 1.2.3 Fabric (MC 26.1-26.3). It opens that exact file at the source.
About this project
What does Vira add?
What this is
A client-side rendering optimization mod for Minecraft 1.21.1 / NeoForge, built to sit alongside Sodium and Iris rather than replace them.
Two things, both measured rather than assumed:
- the world renders below your display's resolution with an FSR 1.0 upscale, while the HUD, menus and text stay at native size and stay sharp;
- the shader pack's shadow map is rebuilt every Nth frame instead of every frame.
Nothing is written to your world. Install it, remove it, nothing changes on disk.
Vira never invents a frame
Every frame you see was drawn by the game in full. No reprojection, no interpolation, no generated in-between frames — so ghosting, doubling and smearing are impossible by construction, not merely rare.
That rule comes from a previous project that did reproject frames, and found that on a pack full of moving machinery a camera-only warp doubles everything that moves by itself. This mod starts from the other end: make each real frame cheaper.
World resolution + FSR 1.0
Only the world is rendered small. The interface is drawn afterwards, at full size, into the real buffer — so text stays crisp while the expensive part gets cheaper.
The gap is closed by FSR 1.0 (EASU followed by RCAS). It is a purely spatial filter: it reads the current frame and nothing else. No history buffer, no motion vectors, nothing to ghost.
The default sharpening was set by measurement, not by eye. A native 2560×1351 frame was shrunk by area average to 1715×905 and put back up through each filter:
| filter | PSNR | fine detail retained |
|---|---|---|
| bilinear | 32.17 dB | 3.7 |
| EASU only | 32.52 dB | 4.1 |
| EASU + RCAS (default) | 32.29 dB | 6.0 |
| the native frame | — | 6.0 |
A plain bilinear upscale loses 40% of the picture's fine detail. FSR at the shipped sharpening lands exactly on native. At 50% scale the gap widens to +0.70 dB in FSR's favour.
Shadow map economy
With a shader pack, the game draws the entire world a second time, from the sun's point of view, every single frame. On a heavy modpack that is hundreds of chunk sections re-traversed and re-submitted by the CPU, for a sun that has moved a twentieth of a degree.
Vira rebuilds that map every Nth frame and holds the previous one — together with the camera it was drawn from, which is the part that makes it work rather than flicker.
Measured on the development pack: 70 → 82 → 93 fps at intervals 1 → 2 → 3.
Honest numbers and honest limits
Everything above was measured on one machine (i7-11700K, RTX 3060) on one heavy Create modpack with Iris, Distant Horizons and 130 other mods. Your results will differ, and here is the part most mods would not tell you:
On that machine, resolution scaling by itself was worth almost nothing — a quarter of the pixels changed the frame rate by 0–7%, because that scene was limited by the CPU, not by pixels. It becomes worth having in combination with the shadow setting, and on machines that are limited by the graphics card — which is most weaker machines.
The mod tells you which case you are in. Switch on the frame ledger and it writes, every five seconds, how long the card was busy, how long the render thread was busy, your 1% lows, and where the world's CPU time actually goes.
The costs, stated plainly
- Reduced world resolution is genuinely fewer pixels. FSR reconstructs edges; it does not reconstruct detail that was never drawn. At 1.0 the mod is completely idle — no target swap, no upscale — so you can always compare honestly.
- A held shadow map means moving shadow casters lag. You, mobs and moving contraptions are up to N−1 frames stale in the shadow map. At interval 3 and 90 fps that is about 20 ms. Static geometry — buildings, terrain, trees — is unaffected.
Settings
Three places, all writing the same values, all applying while the game runs — no restart, so you can compare two settings in the same spot without reloading the world:
- Sodium's video settings → Vira (needs Sodium 0.7 or newer)
- Mods → Vira → Config (always there, with or without Sodium)
config/vira.properties
Sodium's page is the recommended place, because every setting that changes the picture sits in one screen there. It is not required: on Sodium 0.6 or without Sodium, use Mods → Vira → Config, which has the same settings.
Requirements
- Minecraft 1.21.1, NeoForge 21.1.x
- Iris — optional. Without it the resolution scaling still works; the shadow setting has nothing to act on.
- Sodium — optional, 0.7 or newer recommended. With it, Vira's settings appear in Sodium's own video options. Sodium 0.6 works too, but has no place for other mods' settings, so Vira's are only in Mods → Vira → Config.
License
MIT.
Project description from CurseForge.
Pick your setup
Vira by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
26.3
2 loader builds26.2
2 loader builds26.1.2
2 loader builds26.1.1
2 loader builds26.1
2 loader builds1.21.1
2 loader buildsCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Vira versions and loaders
Vira 1.2.3 Fabric (MC 26.1-26.3)
vira-fabric-1.2.3.jar
1 Nov 2026
Vira 1.2.3 (MC 26.1-26.3)
vira-1.2.3.jar
1 Nov 2026
Vira 1.2.2 (MC 26.1-26.3)
vira-1.2.2.jar
1 Oct 2026
Vira 1.2.1 (MC 26.1-26.3)
vira-1.2.1.jar
30 Sept 2026
Vira 1.2.0 (MC 26.1-26.3)
vira-1.2.0.jar
30 Sept 2026
Looking for an older file? The official CurseForge project page is in Resources.