BenchmarksHorizon against Java Edition 26.3

Same machine, same world, same flight.

We run Horizon and vanilla Minecraft: Java Edition 26.3 one after the other on the same computer: a fresh world from the same seed, the same settings, and the same four flights over a village, a forest, the ocean and a mountain. Every figure comes from the same code for both games. Where Java does better, the tables say so.

Measured by us

The project's own machines, at render distance 12 (vanilla's default) and 32. VSync off, no frame cap, a 1280x720 window, simulation distance 12, everything else at vanilla's defaults. Each figure is the median over the runs; the frame figures are averaged over the four flights.

Measured by us

Mac mini (M4 Pro)

CPU
Apple M4 Pro
GPU
Apple M4 Pro
Horizon
v2026.10.22.04 · metal
Java
26.3 (vanilla) · opengl
Measured
2026-10-22 · 3 runs of each · 1280x720 window

On macOS this Horizon build presents its frames in step with the 144 Hz display even with VSync off, so its average frame rate here is capped at 144: compare the 1% lows and frame times instead. The Mac mini was also running other jobs during the runs (CI, simulators; 1-minute load average 20 to 56 on 14 threads), which costs both games, vanilla more at render distance 32.

Render distance 12Render distance 32
HorizonJavaHorizon against JavaHorizonJavaHorizon against Java
Average FPS144 (cap)123at least 1.2x faster144 (cap)43at least 3.3x faster
1% low FPSthe slowest 1% of frames, as FPS97293.3x faster1098.014x faster
Frame time, 95th percentile7.7 ms17 ms2.2x faster7.7 ms88 ms11x faster
Start to in-worldprocess start to the spawn area loaded and drawn11 s22 s2.0x faster16 s66 s4.0x faster
Chunk load after a teleportthe four scenes' average9.4 s10 s1.1x faster16 s51 s3.1x faster
Memory while playing1.2 GB2.2 GB1.9x less1.8 GB2.9 GB1.5x less
Memory, peak1.3 GB2.4 GB1.8x less2.2 GB2.9 GB1.3x less

Horizon is ahead on every figure here.

Measured by us

ThinkPad (i7-7500U, HD Graphics 620)

CPU
Intel Core i7-7500U CPU @ 2.70GHz
GPU
Intel HD Graphics 620 (KBL GT2)
Horizon
v2026.10.22.04 · vulkan
Java
26.3 (vanilla) · opengl
Measured
2026-10-22 · 2 runs of each · 1280x720 window

A 2016 laptop: 2 cores / 4 threads and Intel integrated graphics, Linux with Mesa 26.1.8 (Horizon on Vulkan, vanilla on OpenGL). It has no screen attached, so both games drew to a GPU compositor (sway on the Intel GPU) in a 1280x720 window. Horizon ran two flights per scene, vanilla two separate games of one. Render distance 32 is not shown: in 5 minutes neither game finished loading the spawn, and given 25, Horizon kept only about 900 to 1,400 chunk columns resident on this machine instead of the 3,200 a full view holds, so the two games would not have drawn the same world.

Render distance 12
HorizonJavaHorizon against Java
Average FPS2091261.7x faster
1% low FPSthe slowest 1% of frames, as FPS39291.3x faster
Frame time, 95th percentile14 ms17 ms1.2x faster
Start to in-worldprocess start to the spawn area loaded and drawn51 s68 s1.3x faster
Chunk load after a teleportthe four scenes' average60 s47 s1.3x slower
Memory while playing797 MB2.0 GB2.6x less
Memory, peak986 MB2.1 GB2.2x less

Where Java is ahead: chunk load after a teleport at 12; average FPS over the mountain at 12 (205 against 111).

Measured by us

Desktop (RTX 4080, i7-13700KF)

CPU
13th Gen Intel Core i7-13700KF
GPU
NVIDIA GeForce RTX 4080
Horizon
v2026.10.22.13 · vulkan
Java
26.3 (vanilla) · vulkan
Measured
2026-10-23 · 3 runs of each · 1280x720 window

Linux (NixOS) with the NVIDIA 595 driver. The desktop is in daily use, so both games drew to a separate GPU compositor (a headless sway rendering on the RTX 4080) in a 1280x720 window, never on its screen: Horizon through Wayland, vanilla through Xwayland, both on Vulkan. Other jobs were running during the runs (1-minute load average 18 to 25 on 24 threads), which costs both games, chunk loading most.

Render distance 12Render distance 32
HorizonJavaHorizon against JavaHorizonJavaHorizon against Java
Average FPS2,9932,6001.2x faster6728491.3x slower
1% low FPSthe slowest 1% of frames, as FPS311312about the same891121.3x slower
Frame time, 95th percentile0.5 ms0.5 msabout the same3.6 ms3.1 ms1.2x slower
Start to in-worldprocess start to the spawn area loaded and drawn18 s30 s1.7x faster9.0 s59 s6.5x faster
Chunk load after a teleportthe four scenes' average1.8 s11 s6.0x faster4.7 s32 s6.8x faster
Memory while playing1.2 GB2.8 GB2.4x less1.6 GB3.3 GB2.1x less
Memory, peak1.4 GB3.0 GB2.2x less1.9 GB3.4 GB1.8x less

Where Java is ahead: average fps at 32; 1% low fps at 32; frame time, 95th percentile at 32; average FPS over the mountain at 12 (2,824 against 2,673); average FPS over the village at 32 (881 against 686); average FPS over the forest at 32 (1,072 against 590).

Your hardware

Pick a graphics card, a processor and, if you know it, your memory. If we or at least three players have measured that pair, you see what was measured; otherwise an estimate from the nearest measured machine, as a range.

Render distance

The picker needs JavaScript; the tables above and the method below work without it.

From players

Players who allow benchmark uploads in the launcher's data collection settings share the report of horizon-client --benchmark standard. Results are grouped by graphics card, processor and render distance, and a group shows only once at least 3 different installs are in it, so no one can be picked out. Only medians are published, with how the group's installs split by memory, graphics memory, drive and system in coarse classes (each class only with at least 3 installs too): no install ID, date, driver, exact memory or screen.

No groups yet, as of 2026-10-23. The page asks the telemetry server for newer ones.

No player results yet. A GPU and CPU pair shows here once at least 3 different installs have shared a benchmark with it.

How the estimates work

An estimate starts from the measured machine closest to the one you picked, then scales its figures with a small table of specifications we wrote ourselves (no benchmark database):

  • GPU factor: the geometric mean of the two graphics cards' ratio of FP32 shader throughput (TFLOPS) and of memory bandwidth (GB/s), as their makers state them.
  • CPU factor: the ratio of the two processors' single-thread scores: top boost clock times a rough factor per chip generation (Zen 4 = 1).
  • Frame rate: when the measured run split each frame into CPU and GPU time, the slower side is scaled by its factor; otherwise by the geometric mean of both. Whatever the split, the real figure lies between the measured one scaled by the smaller and by the larger factor; we widen that by 15% for the roughness of the table, and show it as the range.
  • Load times are CPU work (generating, lighting and meshing chunks), scaled by the CPU factor. Memory is not scaled: it follows the world and the settings, not the speed.
  • Memory size: when players' results say how much memory and graphics memory their machines have, a measured group whose players have neither yours counts as further away, and the estimate says what they had. With your memory picked, it also says when the game's peak use is a large share of it.

Estimates ignore drivers, the graphics API, thermal limits and the operating system, which can matter as much as the chip. Treat them as a rough idea, and run horizon-client --benchmark standard on your own machine for the real figure.

The specification table
Graphics cardFP32 TFLOPSBandwidth, GB/sMemory, GB
NVIDIA GeForce RTX 409082.6100824
NVIDIA GeForce RTX 408048.771716
NVIDIA GeForce RTX 4070 Ti40.150412
NVIDIA GeForce RTX 407029.150412
NVIDIA GeForce RTX 4060 Ti22.12888
NVIDIA GeForce RTX 406015.12728
NVIDIA GeForce RTX 308029.876010
NVIDIA GeForce RTX 307020.34488
NVIDIA GeForce RTX 306012.736012
NVIDIA GeForce RTX 30509.12248
NVIDIA GeForce RTX 20606.53366
NVIDIA GeForce GTX 1660 SUPER5.03366
NVIDIA GeForce GTX 1060 6GB4.41926
NVIDIA GeForce GTX 1050 Ti2.11124
AMD Radeon RX 7900 XTX61.496024
AMD Radeon RX 7800 XT37.362416
AMD Radeon RX 760021.82888
AMD Radeon RX 6700 XT13.238412
AMD Radeon RX 66008.92248
AMD Radeon RX 5806.22568
AMD Radeon 780M (integrated)8.689shared
Steam Deck (AMD Van Gogh)1.688shared
Intel Arc A77019.756016
Intel Iris Xe Graphics (96 EU)2.168shared
Intel HD Graphics 6200.434shared
Apple M12.668shared
Apple M23.6100shared
Apple M34.1100shared
Apple M44.3120shared
Apple M1 Pro (16-core GPU)5.2200shared
Apple M4 Pro (20-core GPU)8.5273shared
Apple M4 Max (40-core GPU)17.0546shared
ProcessorBoost, GHzGeneration factorSingle-thread score
Intel Core i7-7500U3.500.622.17
Intel Core i5-7200U3.100.621.92
Intel Core i5-8250U3.400.622.11
Intel Core i5-9400F4.100.622.54
Intel Core i7-9700K4.900.623.04
Intel Core i5-104004.300.622.67
Intel Core i5-1135G74.200.783.28
Intel Core i5-124004.400.954.18
Intel Core i5-13600K5.100.954.84
Intel Core i7-13700K / KF5.400.955.13
Intel Core i9-14900K6.000.955.70
AMD Ryzen 5 36004.200.723.02
AMD Ryzen 5 5600X4.600.884.05
AMD Ryzen 7 5800X3D4.500.883.96
AMD Ryzen 5 7600X5.301.005.30
AMD Ryzen 7 7800X3D5.001.005.00
AMD Ryzen 9 7950X5.701.005.70
AMD Ryzen 7 9700X5.501.126.16
AMD Ryzen 7 7840U / HS5.101.005.10
Steam Deck (AMD Zen 2, 4 cores)3.500.722.52
Apple M13.201.254.00
Apple M23.501.284.48
Apple M34.051.385.59
Apple M44.401.506.60
Apple M4 Pro4.501.506.75

How we measure

tools/perf_bench.py starts each game from a fresh world (seed 1234, creative), waits until every chunk around the spawn is loaded and drawn, then for each scene teleports, waits for the chunks, holds for 2 seconds and flies a straight 192-block path in 12 seconds. Every frame is recorded. Vanilla runs as players get it (your own client, the official launcher's Java options, Java 25), driven by a small development-only mod that only calls the game's own code; nothing of Minecraft is shipped. The full method and its caveats are in docs/benchmark.md, and every raw report is in the repository.

Measure your own computer with horizon-client --benchmark standard --render-distance 12: it writes a report to the benchmarks folder of the game folder.

Not an official Minecraft product. Not approved by or associated with Mojang or Microsoft.