⟵ Back to posts

Minecraft Vulkan vs OpenGL Early Look

Published: Apr. 10, 2026

Minecraft's rendering engine has been a hot topic for many years, mainly due to how poorly it performs, which was often attributed to its use of the antiquated OpenGL rendering API.
Today we will look at the new Vulkan rendering backend introduced in the just released (at the time of writing) snapshot-1 for the upcoming 26.2 version. Does it fix all the performance issues?
Short answer - No, which was expected. Long answer - this entire article.

Methodology and Setup

I tested 3 different save files (all of which are fresh unfortunately, I don't have any recent developed save files), at 3 render distances each, on 3 different graphics cards and of course using both OpenGL and Vulkan.
I also tested a simple superflat world with 1000 Creepers to test entity rendering overhead.

The below spoiler contains all the details about the test passes, Minecraft settings, Java runtime and hardware configuration, if you are interested in that for reproducibility of the numbers, take a read.

 The Boring but Necessary Details

Test Scenes

Simple Forrest Landscape

A basic forrest landscape to get a baseline performance measurement of typical terrain.

  • Seed: 1938733804603736356
  • Coordinates: [3, 59, -37]

Bamboo Jungle Landscape

A more complicated dense bamboo jungle landscape.

  • Seed: 1938733804603736356
  • Coordinates: [1357, 96, -724]

Caves

A cave system from near the surface all the way down to deepslate to measure performance in less geometry heavy areas, besides we spend a lot of time down here anyway.

  • Seed: 1938733804603736356
  • Coordinates: [-39, 43, -28]

Entity Overhead Test

A plain superflat world with a single layer of bedrock and 1000 Creepers trapped in a 16x16 perimeter to test rendering overhead of entities.

Render Distance

Tested were render distances of 8, 20 and 32 chunks.
8 and 32 chunks were chosen to show performance at the extremes - In my opinion a render distance less than 8 heavily compromises the gaming experience and basically any random potato of a computer can play at 8 nowadays.
20 was chosen as a sweet-spot that provides plenty of view distance without getting into the heavy diminishing returns of higher render distances - remember, the render distance is a radius in chunks centered on the player, so the amount of chunks to render grows exponentially with your selected render distance.

Testing Methodology

Each version was tested a total of 4 times - one primer run due to Minecraft using Java which is JIT compiled, long story short it means that it will heavily underperform for a little bit after launch as it is compiling itself, as such the first run is always discarded - the remaining 3 runs are averaged together to produce average framerate and 1% low framerate. The 1% low framerate is the worst 1% of frametimes encountered during the runs, in a sense it is a measure of how laggy the game is.

Entity Overhead Test

Lastly I took a 30 second capture of a superflat world with 1000 creepers trapped in a chunk perimeter. This is to show whether there is any meaningful difference to how entity rendering performs between the two APIs as entity rendering is one of the heaviest parts of Minecraft's game rendering.

GPUs tested and hardware setup

I decided to test one graphics card from each of the 3 major manufacturers - AMD, Intel and NVIDIA.

  • AMD GPU: Sapphire Pulse Radeon RX 9070 XT
  • Intel GPU: Intel Arc B580 Limited Edition
  • NVIDIA GPU: Asus Astral GeForce RTX 5090 OC BTF
As this is primarily an API and driver benchmark, the actual performance of the graphics card does not really matter, Minecraft is very light. The AMD Ryzen 7 9800X3D CPU was indeed the performance limiter with all selected GPUs, so if you were to pick a weaker GPU than say the RTX 5090, you will get largely the same results, though going weaker than the Arc B580 may start skewing the results in some of the extremely high FPS scenes such as the caves.

Test System Specifications
  • AMD Ryzen 7 9800X3D
  • Arctic Freezer 34
  • Asus Strix B850-F Gaming WiFi
  • 2x 64GB Crucial Pro DDR5-5600 CL46
  • Samsung 9100 PRO 2TB NVMe SSD
  • Seasonic Focus GX-1000W ATX3.1 PSU

Java Runtime

I tested with the official Epsilon JRE that is bundled with the official Minecraft launcher for this snapshot version.
I also used the same java arguments the official launcher uses: -Xms2G -Xmx4G -XX:+UseCompactObjectHeaders -XX:+AlwaysPreTouch -XX:+UseStringDeduplication -XX:+UseZGC

Full Ingame Settings

Other than the ones listed below, everything was left at default settings of a fresh installation of 26.2-snapshot-1.

  • Controls - Mouse Settings - Sensitivity: 69%
  • Controls - Key Binds - Sprint: Q
  • Controls - Key Binds - Pick Block: ;
  • Controls - Key Binds - Drop Selected Item: Left Alt
  • Music & Sounds - Master Volume: 25%
  • Music & Sounds - Music: OFF
  • Video Settings - Max Framerate: Unlimited
  • Video Settings - VSync: OFF
  • Video Settings - Reduce FPS when: Minimized
  • Video Settings - Render Distance: 32 vs 20 vs 8 Chunks
  • Video Settings - Graphics API: Prefer OpenGL vs Prefer Vulkan


OpenGL Results

Let's start with NVIDIA...

NVIDIA GeForce RTX 5090 - OpenGL

Minecraft 26.2-snapshot-1, OpenGL API
GeForce Game-Ready Driver 595.97
CPU: AMD Ryzen 7 9800X3D

 1% Low FPS Average FPS
8 Chunks
576
1188
20 Chunks
60
549
32 Chunks
60
400
8 Chunks
609
1306
20 Chunks
83
568
32 Chunks
191
479
8 Chunks
608
1207
20 Chunks
371
836
32 Chunks
134
727
Minecraft benchmarks by https://nemez.net

It is immediately clear there are some issues with frametime consistency as is apparent by the very poor 1% Low FPS performance, which will be a recurring thing with 26.2-snapshot-1 regardless of API. Overall the data is more or less as expected.

Next let's move onto AMD, they completely rewrote their OpenGL driver back in 2022, there were some ups and downs since then, but it seems those have been resolved.

AMD Radeon RX 9070 XT - OpenGL

Minecraft 26.2-snapshot-1, OpenGL API
AMD Software: Adrenalin Edition 26.3.1
CPU: AMD Ryzen 7 9800X3D

 1% Low FPS Average FPS
8 Chunks
792
1807
20 Chunks
309
978
32 Chunks
159
797
8 Chunks
657
1426
20 Chunks
335
900
32 Chunks
197
690
8 Chunks
937
2216
20 Chunks
654
1717
32 Chunks
472
1536
Minecraft benchmarks by https://nemez.net

The performance is very strong both in average and 1% low framerates, beating the NVIDIA GPU across the board by large margins, an awesome showing!

Lastly we have Intel, historically they've had rather poor OpenGL performance, which is still the case here compared to AMD and NVIDIA...

Intel Arc B580 - OpenGL

Minecraft 26.2-snapshot-1, OpenGL API
Intel Arc Graphics Driver 32.0.101.8626
CPU: AMD Ryzen 7 9800X3D

 1% Low FPS Average FPS
8 Chunks
436
950
20 Chunks
60
450
32 Chunks
59
291
8 Chunks
475
845
20 Chunks
60
443
32 Chunks
59
231
8 Chunks
571
1067
20 Chunks
236
738
32 Chunks
121
686
Minecraft benchmarks by https://nemez.net

But the numbers overall are quite playable, though it exhibits the same frametime consistency issues as the NVIDIA GPU.


Vulkan Results

Now onto Vulkan, and immediately the results are interesting.

NVIDIA GeForce RTX 5090 - Vulkan

Minecraft 26.2-snapshot-1, Vulkan API
GeForce Game-Ready Driver 595.97
CPU: AMD Ryzen 7 9800X3D

 1% Low FPS Average FPS
8 Chunks
704
1524
20 Chunks
66
669
32 Chunks
60
465
8 Chunks
750
1749
20 Chunks
311
730
32 Chunks
60
392
8 Chunks
761
1594
20 Chunks
499
1142
32 Chunks
392
1088
Minecraft benchmarks by https://nemez.net

Switching the rendering backend to Vulkan improves performance on the RTX 5090 by as much as 31% in these tests, an impressive gain if we assume the bulk of the render engine actually stayed the same.

But then we take a look at AMD and Intel, the numbers are not looking very good.

AMD Radeon RX 9070 XT - Vulkan

Minecraft 26.2-snapshot-1, Vulkan API
AMD Software: Adrenalin Edition 26.3.1
CPU: AMD Ryzen 7 9800X3D

 1% Low FPS Average FPS
8 Chunks
559
1067
20 Chunks
140
455
32 Chunks
60
295
8 Chunks
520
1012
20 Chunks
61
446
32 Chunks
60
240
8 Chunks
652
1246
20 Chunks
313
772
32 Chunks
165
725
Minecraft benchmarks by https://nemez.net

Across the board the numbers are much lower than with OpenGL, in some cases even half the performance.

On the Intel side it isn't as bad but their starting point was also not as high as AMD's.

Intel Arc B580 - Vulkan

Minecraft 26.2-snapshot-1, Vulkan API
Intel Arc Graphics Driver 32.0.101.8626
CPU: AMD Ryzen 7 9800X3D

 1% Low FPS Average FPS
8 Chunks
61
574
20 Chunks
59
221
32 Chunks
58
143
8 Chunks
341
633
20 Chunks
59
215
32 Chunks
57
102
8 Chunks
392
725
20 Chunks
79
442
32 Chunks
60
383
Minecraft benchmarks by https://nemez.net

Entity Rendering Overhead

Entity rendering - that is drawing mobs, chests, and other things that aren't basic blocks - is a rather expensive operation as they don't follow any of the rules normal blocks do, thus a lot of the rendering optimizations are not possible.
I stuffed 1000 Creepers into a 16x16 block area on a superflat world to test whether the switch to Vulkan does anything to entity rendering performance.

Entity Rendering Overhead

Minecraft 26.2-snapshot-1, Superflat world with 1000 Creepers in a 16x16 area
GeForce Game-Ready Driver 595.97
AMD Software: Adrenalin Edition 26.3.1
Intel Arc Graphics Driver 32.0.101.8626
CPU: AMD Ryzen 7 9800X3D

 1% Low FPS Average FPS
GeForce RTX 5090
75
174
Radeon RX 9070 XT
79
204
Arc B580
57
80
GeForce RTX 5090
78
198
Radeon RX 9070 XT
80
201
Arc B580
58
109
Minecraft benchmarks by https://nemez.net

In general the results are rather similar between OpenGL and Vulkan, suggesting most of the overhead is outside of the API logic. Nevertheless there was a notable gain for Intel and a lesser gain for NVIDIA, with AMD staying the same.


API Comparison Results

Summing up the performance metrics across the Forrest, Jungle and Caves tests together into a neat percentage-difference table yields us the following:

Vulkan gain/loss vs OpenGLNVIDIAAMDIntel
8 Chunks+31%-39%-32%
20 Chunks+30%-53%-46%
32 Chunks+21%-58%-48%
Entity Rendering+14%-1%+36%

When rendering normal worlds, NVIDIA enjoys a 21-31% performance gain while both AMD and Intel fall off sharply by as much as 58%, that means in some cases you may get less than half of OpenGL performance! This was to me quite an unexpected result but it was confirmed by other people too, the Vulkan implementation as it is currently does not play nicely with all vendors.
When it comes to entity rendering, the numbers are a lot more sane, with the main notable change being Intel's 36% performance gain, but they were quite far behind both AMD and NVIDIA to begin with.

Huge render engine overhaul?

I noticed, alongside a few others, that the framerates in 26.2-snapshot-1 are in general much higher than prior versions of Minecraft, whether using OpenGL or Vulkan. This to me suggests there is actually a much bigger rendering engine overhaul going on in the background, likely to accomodate the switch to Vulkan as it is a very different API to OpenGL, but a lot of those changes are also benefiting the OpenGL backend.

This means that a lot of people checking out the snapshot will likely mistakenly attribute the gigantic performance gains to Vulkan, when in reality OpenGL also performs much better. Turns out a good rendering engine is more important than the API it is using, which is why I opened this review with "No, which was expected".
Vulkan is without a doubt the path forward, but Vulkan alone will not save a poorly implemented rendering engine, though I suppose you could argue Vulkan forces an inherently more efficient way to design the rendering engine, which is likely what is at play here.


Conclusion

The conclusion for now is simple, if you intend to play the snapshot or future versions and you have an NVIDIA graphics card, use Vulkan. But if you are using AMD or Intel graphics cards, it is probably a good idea to switch the rendering API back to OpenGL in the settings.

As for the Minecraft developers, I'm sure they are aware of this, for a first public build of the overhauled rendering engine it performs well, by which I mean I did not encounter any weird bugs that weren't already known or reported - first you need to get it stable before you can start tuning performance.
With that said it is also quite an uphill battle against years of driver-side optimizations for OpenGL and Minecraft specifically, so it will also require involvement on the driver side from the graphics hardware vendors to make the new Vulkan backend a universal performance gain across all hardware.