Key takeaways
- 26.3 Snapshot 2, on 30 June 2026, added a rendering option aimed at how transparency is handled.
- The same snapshot optimised mob behaviour when no players are nearby.
- Both changes are invisible when they work, which is why they arrive without fanfare.
Transparency is the hardest thing a block game has to draw. Water in front of glass in front of leaves, all sorted correctly, at sixty frames a second, in a world the player can rearrange – that is the problem this snapshot’s new rendering option is aimed at.
Why transparency is expensive
Opaque blocks can be drawn in any order because the depth buffer sorts them out. Transparent ones cannot: what is behind matters, so they have to be drawn in the right sequence, and the right sequence changes as the camera moves.
Minecraft has lived with approximations here for years, and the visible symptoms are familiar – water surfaces that flicker against glass, leaves that sort oddly at certain angles.

The mob optimisation
The same snapshot reduced work for mob behaviours when players are not nearby. That is a server-side saving as much as a client one, and it targets exactly the case that costs busy worlds the most: hundreds of entities ticking in loaded chunks nobody is looking at.
For a server owner, this is the kind of change that shows up as a slightly better tick rate and no explanation. The broader approach to finding those costs is in the performance tuning guide.

What to do with it
Nothing, for most players. Rendering options like this are worth knowing about when something looks wrong – a transparency artefact that appears after an update is more likely to be a new code path than a driver problem.
If you run an older graphics driver, this is the category of change that occasionally breaks things, and the fix is usually the driver rather than the game.

The pattern across this drop
Chaos Cubed added an experimental Vulkan renderer. This snapshot adds a transparency option. Snapshot 9, in August, gave Realms owners control over render and simulation distance separately.
Three rendering and performance changes across two drops is a deliberate direction, not a coincidence, and it is the least advertised thing happening in Minecraft right now.
Transparency is the hardest thing Minecraft renders
Opaque blocks can be drawn in any order. Transparent ones cannot – they have to be sorted by distance from the camera every time the camera moves, and getting that sorting wrong produces exactly the artefacts players have complained about for a decade.
That is the whole reason water through glass, and glass through water, has always looked slightly wrong.
Why shader packs handled this differently
Shader packs have been solving transparency their own way for years, with their own sorting and their own water. Which is why a vanilla transparency change can look like a regression if you run shaders – two systems, one job.
If you are choosing a pack, the useful distinction is what each one is actually good at rather than which screenshots look best. Five Iris picks ranked by what they are good at splits them along those lines.
The frame rate cost
Sorting transparency costs CPU time, and it costs more the more transparent blocks are on screen. A base with a lot of glass will feel this change more than a cave will.
Culling is the other half of the equation – the game’s existing decisions about which faces to skip drawing entirely. Why Minecraft renders faces you cannot see explains why a hollow glass structure is one of the worst shapes you can build for frame rate.
Practical takeaway
- Glass-heavy builds: test before and after, the difference is visible.
- Shader users: expect your pack to override most of this.
- Low-end hardware: this is a cost, not a saving.
Snapshot 2 landed 30 June 2026. Wilderness Bound shipped on 15 September.
Which builds are affected most
- Greenhouses and glass domes – the worst case, because almost every surface is transparent.
- Underwater bases – water and glass together, which is the specific combination that always looked wrong.
- Stained glass windows viewed from inside at night.
- Anything with ice, which behaves as transparent too and is easy to forget.
Ordinary above-ground builds with a handful of windows will not notice this at all, in either direction.
If it looks wrong after updating
Turn off your shader pack first and check again. Roughly every reported transparency bug in the snapshot period turned out to be a pack that had not been updated, sorting the same geometry a second time.
The other usual suspect is a resource pack that replaces glass models. Vanilla transparency assumptions and custom glass models do not always agree.
Version
26.3 Snapshot 2, 30 June 2026. Shipped in Wilderness Bound, Java 26.3, on 15 September 2026.
Images: Distant Horizons project gallery on Modrinth.