Describe the bug
On my Samsung M12 device, there is a severe performance regression after the
OpenGL43 rendering path was removed and replaced with the new
"Incomplete ARB_compute_shader" extension in MobileGlues.
In older versions, enabling OpenGL43 (even though it was incomplete) allowed
the same game, with the same shader and identical settings, to run at a stable
~30 FPS. After updating to the latest MobileGlues version and enabling
ARB_compute_shader, performance drops dramatically to ~6 FPS, making the game
effectively unplayable.
This strongly suggests that the compute-shader-based rendering path is
significantly slower than the previous OpenGL43 path on this hardware.
To Reproduce
- Use a Samsung M12 (Exynos 850, Mali-G52 MC2) running Android 13
- Launch the game using Zalith Launcher
- Minecraft 1.21.11 with Fabric 0.18.4
- Enable Iris Shaders and use:
z1[Amethyst Shaders] AmethystShaders_2.4
- Use the same mods and identical in-game settings
- Older MobileGlues version:
- Enable OpenGL43 → ~30 FPS
- Latest MobileGlues version:
- Enable "Incomplete ARB_compute_shader" → ~6 FPS
- No other settings were changed between tests
Expected behavior
- Performance should be comparable to or better than the old OpenGL43 renderer
OR
- OpenGL43 should remain available as a legacy / fallback option for devices
where it performs better.
Actual behavior
- FPS drops by more than ~80%
- Severe stuttering and unplayable performance
Config
Device & Software:
- Device: Samsung M12 (A12034M)
- OS: Android 13
- SoC: Exynos 850
- GPU: Mali-G52 MC2
- Launcher: Zalith Launcher
- MobileGlues Version: Latest
- Minecraft Version: 1.21.11
- Mod Loader: Fabric 0.18.4
Shaders & Mods:
- Shaderpack: z1[Amethyst Shaders] AmethystShaders_2.4
- Mods list:
- Alan's Unified UI v0.2.2
- Chunky-Fabric 1.4.55
- Fabric API 0.141.3+1.21.11
- FerriteCore 8.2.0 (Fabric)
- ImmediatelyFast 1.14.2+1.21.11
- Iris Shaders 1.10.5+mc1.21.11
- Sodium 0.8.4+mc1.21.11
MobileGlues Settings (from UI / config.json)
- Use ANGLE as OpenGL ES driver: Enabled
- Max GLSL Cache Size: 128 MB
- MultiDraw Emulation: Auto
- Enable Incomplete 'ARB_compute_shader' Extension: Enabled
- Recommended 'timer_query' Extension: Disabled
- Advanced 'direct_state_access' Extension: Disabled
- Custom target OpenGL Version: Disabled
- ANGLE Depth Clear Workaround: Disabled
- Built-in FSR1: Disabled
config.json:
{
"enableANGLE": 3,
"enableNoError": 1,
"enableExtTimerQuery": 0,
"enableExtComputeShader": 1,
"enableExtDirectStateAccess": 0,
"maxGlslCacheSize": 128,
"multidrawMode": 0,
"angleDepthClearFixMode": 0,
"customGLVersion": 0,
"fsr1Setting": 0
}
Logs
latest.log:
Initializing MobileGlues ...
MG_DIR_PATH = /sdcard/MG
[MobileGlues] Setting: enableAngle = true
[MobileGlues] Setting: ignoreError = 0
[MobileGlues] Setting: enableExtComputeShader = true
[MobileGlues] Setting: enableExtTimerQuery = false
[MobileGlues] Setting: enableExtDirectStateAccess = false
[MobileGlues] Setting: maxGlslCacheSize = 128
[MobileGlues] Setting: angleDepthClearFixMode = 0
[MobileGlues] Setting: customGLVersion = 4.0.0
[MobileGlues] Setting: fsr1Setting = 0
EGL initialized successfully
OpenGL ES Version: OpenGL ES 3.2.0 (320)
Detected GL_EXT_multi_draw_indirect!
multidrawMode = Auto → MultidrawIndirect (Auto detected)
Screenshots
- Attached: MobileGlues settings screen
- Attached: Zalith Launcher mod list
Additional context
The issue consistently occurs when enableExtComputeShader is enabled.
The previous OpenGL43-based path (now removed) delivered significantly better
performance on the same hardware under identical conditions.
This appears to be a renderer-specific performance regression rather than a
general configuration, mod, or driver issue. Restoring OpenGL43 as a legacy
option or optimizing the ARB_compute_shader path for lower-end GPUs (such as
Mali-G52) would greatly improve usability on such devices.
I am willing to provide additional logs, perform further tests, or help with
A/B comparisons if needed.
Describe the bug
On my Samsung M12 device, there is a severe performance regression after the
OpenGL43 rendering path was removed and replaced with the new
"Incomplete ARB_compute_shader" extension in MobileGlues.
In older versions, enabling OpenGL43 (even though it was incomplete) allowed
the same game, with the same shader and identical settings, to run at a stable
~30 FPS. After updating to the latest MobileGlues version and enabling
ARB_compute_shader, performance drops dramatically to ~6 FPS, making the game
effectively unplayable.
This strongly suggests that the compute-shader-based rendering path is
significantly slower than the previous OpenGL43 path on this hardware.
To Reproduce
z1[Amethyst Shaders] AmethystShaders_2.4
Expected behavior
OR
where it performs better.
Actual behavior
Config
Device & Software:
Shaders & Mods:
MobileGlues Settings (from UI / config.json)
config.json:
{
"enableANGLE": 3,
"enableNoError": 1,
"enableExtTimerQuery": 0,
"enableExtComputeShader": 1,
"enableExtDirectStateAccess": 0,
"maxGlslCacheSize": 128,
"multidrawMode": 0,
"angleDepthClearFixMode": 0,
"customGLVersion": 0,
"fsr1Setting": 0
}
Logs
latest.log:
Initializing MobileGlues ...
MG_DIR_PATH = /sdcard/MG
[MobileGlues] Setting: enableAngle = true
[MobileGlues] Setting: ignoreError = 0
[MobileGlues] Setting: enableExtComputeShader = true
[MobileGlues] Setting: enableExtTimerQuery = false
[MobileGlues] Setting: enableExtDirectStateAccess = false
[MobileGlues] Setting: maxGlslCacheSize = 128
[MobileGlues] Setting: angleDepthClearFixMode = 0
[MobileGlues] Setting: customGLVersion = 4.0.0
[MobileGlues] Setting: fsr1Setting = 0
EGL initialized successfully
OpenGL ES Version: OpenGL ES 3.2.0 (320)
Detected GL_EXT_multi_draw_indirect!
multidrawMode = Auto → MultidrawIndirect (Auto detected)
Screenshots
Additional context
The issue consistently occurs when enableExtComputeShader is enabled.
The previous OpenGL43-based path (now removed) delivered significantly better
performance on the same hardware under identical conditions.
This appears to be a renderer-specific performance regression rather than a
general configuration, mod, or driver issue. Restoring OpenGL43 as a legacy
option or optimizing the ARB_compute_shader path for lower-end GPUs (such as
Mali-G52) would greatly improve usability on such devices.
I am willing to provide additional logs, perform further tests, or help with
A/B comparisons if needed.