
Modrinth · Minecraft mod
GPU servers
this mod lets you use a GPU for minecraft servers to make them faster.
Quick answer
Which GPU servers release should I use?
GPU servers 0.1.0+mc1.21.11 targets 1.21.11 with Fabric. Do not install it on the client. It must be installed on the dedicated server. All 1 required mods have matching files.
Where it goes
Is GPU servers required on the client, server, or both?
Do not install it on the client. It must be installed on the dedicated server.
This file is marked server-only.
What else does GPU servers 0.1.0+mc1.21.11 need?
0.1.0+mc1.21.11. Change the file and its required mods may change too.
Install Fabric API first. We found matching files for this game-version and loader setup.
We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add GPU servers without breaking your instance.
Built for GPU servers 0.1.0+mc1.21.11. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 0.1.0+mc1.21.11. It targets 1.21.11 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.
- 03
Put it on the correct side
Do not install it on the client. It must be installed on the dedicated server.
- 04
Pick the file you checked
Use the “Get this file” button beside 0.1.0+mc1.21.11. It opens that exact file at the source.
About this project
What does GPU servers add?
GPUmod - GPU Server Acceleration for Minecraft
This is a server-side Fabric mod for Minecraft that offloads heavy server computations to your GPU using OpenCL. No client mod needed.
What it does:
The mod takes different server tasks that normally run on your CPU one at a time and runs them in parallel on your GPU instead.
TERRAIN GENERATION - When new chunks are created, the GPU generates the terrain heightmap using multi-layer Perlin noise. It creates continents, hills, mountains, and valleys all computed in parallel on the GPU. The CPU then fills in the actual blocks based on the heightmap.
LIGHTING - When chunks need lighting calculated, the GPU runs iterative light propagation for both block light (torches, glowstone) and sky light. It uses double-buffered propagation that converges in up to 15 iterations, processing all 4096 blocks in a section simultaneously.
ORE PLACEMENT - During chunk generation, the GPU calculates where ores should spawn (coal, iron, gold, diamond, lapis, redstone, emerald, copper). It determines positions for all ore types at once, then the CPU places the actual ore veins at those positions.
PATHFINDING - When mobs need to navigate, their pathfinding requests are batched together. Instead of solving paths one mob at a time, the GPU solves all pending paths in one batch using parallel A-star. Results are cached and returned as real paths the next tick.
EXPLOSIONS - TNT and creeper explosions use GPU raycasting with 1352 rays cast in a sphere pattern. The GPU traces each ray through the blast resistance grid simultaneously, determining which blocks get destroyed. This fully replaces vanilla explosion logic.
ENTITY PHYSICS - When there are 16 or more entities in the world, their position and velocity updates are batched and sent to the GPU. Gravity, drag, and velocity clamping are all computed in parallel using a Structure-of-Arrays memory layout for optimal GPU performance.
RANDOM TICKS - Crop growth, fire spread, ice melting, sapling growth, and other random tick events are batched across all loaded chunk sections. The GPU processes them all at once using parallel random number generation, then the CPU applies the results.
COLLISION DETECTION - When there are 16 or more entities, the GPU runs spatial hash broad-phase collision detection to find overlapping entity pairs. Results are stored and queryable by other systems.
REDSTONE (experimental, off by default) - Redstone wire updates within a tick are collected and the entire network is solved at once on the GPU using parallel signal propagation instead of vanilla's sequential updates.
How it works:
The mod uses JOCL (Java OpenCL bindings) to talk to your GPU. On startup it detects your GPU, compiles 13 OpenCL kernel programs, and creates multiple command queues for concurrent execution. It uses a memory pool with pre-allocated buffers to avoid allocation overhead.
Each task has batch size thresholds. If there aren't enough items to process (for example, fewer than 16 entities for physics), it skips the GPU and lets vanilla handle it, since GPU dispatch overhead isn't worth it for small workloads.
All GPU tasks have CPU fallback. If the GPU fails for any reason, the server continues running normally using vanilla logic.
Configuration:
Edit config/gpumod.properties to enable/disable individual tasks, set batch thresholds, tune iteration limits, and enable debug/performance logging.
As far as im concerned it does not require a beefy GPU a 4060 will do just fine but please correct me if im wrong
Disclaimer!!!
this is in very early development please report bugs in the discord if found!!!
Project description from Modrinth.
Pick your setup
GPU servers by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.11
1 loader build1.21.10
1 loader build1.21.9
1 loader build1.21.8
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
GPU servers versions and loaders
0.1.0+mc1.21.11
gpumod-0.1.0+mc1.21.9-1.21.11.jar
27 Aug 2026
0.1.0
gpumod-1.21.11.jar
1 Apr 2026
0.1.0
gpumod-1.21.10.jar
1 Apr 2026
0.1.0
gpumod-1.21.9.jar
1 Apr 2026
0.1.0
gpumod-1.21.8.jar
1 Apr 2026
Looking for an older file? The official Modrinth project page is in Resources.