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Documentation Index

Fetch the complete documentation index at: https://mintlify.com/pojavlauncherteam/pojavlauncher/llms.txt

Use this file to discover all available pages before exploring further.

PojavLauncher exposes a dedicated Video settings screen that controls how Minecraft is rendered on your Android device. Choosing the right renderer and tuning the resolution scale can have a large impact on frame rate and battery life — especially on mid-range hardware. Read through each option below so you understand the trade-offs before changing anything.
The Ignore Notch toggle is only shown when a physical display notch is detected and your Android version is 9 (Pie) or higher. It will not appear on notchless devices.

Renderer

renderer
string
default:"opengles2"
Selects the graphics back-end used to translate Minecraft’s OpenGL calls for your Android GPU.
ValueDescription
opengles2GL4ES 1.1.4 — translates OpenGL to OpenGL ES 2/3. Broadest device compatibility. Recommended default.
vulkan_zinkGallium Zink — OpenGL over Vulkan via Mesa OSMesa. Best potential performance on Vulkan-capable devices.
opengles3_ltwLTW renderer using OpenGL ES 3 with ANGLE EGL. Requires Minecraft 1.17 or later.
See Renderers for a detailed comparison of each back-end, including known compatibility issues.

Display

ignoreNotch
boolean
default:"false"
When enabled, the game viewport expands into the notch/cutout area of the display, using every available pixel. Disable this if UI elements or hotbar items are obscured by the notch.This preference is only rendered on Android 9+ devices where a cutout is physically present.
resolutionRatio
integer (percentage)
default:"auto"
Scales the internal render resolution relative to the device’s native display resolution. The value is expressed as a percentage and displayed with a % suffix in the UI.Auto behaviour: on first launch, findBestResolution() targets a short-side of 1080 px on powerful devices and 720 px on weaker ones. If the device’s native resolution already falls within that target, no scaling is applied (100 %).Lowering this value (e.g. to 75 % or 50 %) is one of the most effective ways to improve frame rate. Raising it above 100 % super-samples the image, which improves clarity at the cost of significant GPU load.
Example: device is 2400×1080 → auto targets 1080p → scale = 100 %
Example: device is 3200×1440 → auto targets 1080p → scale ≈ 75 %

Performance

sustainedPerformance
boolean
default:"auto"
Activates Android’s sustained performance mode (Window.setSustainedPerformanceMode), which asks the OS to keep CPU/GPU clocks at a stable, thermally sustainable level rather than boosting them. This prevents the device from throttling during long play sessions at the cost of a slightly lower peak clock.Auto behaviour: enabled by default on devices classified as “powerful” (Android 10+, > 4 GB RAM, ≥ 1080 p display, > 4 CPU cores, heterogeneous core layout).
This option is only available on Android 7.0 (Nougat) and higher. The toggle is hidden on older Android versions.

Surface & VSync

alternate_surface
boolean
default:"auto"
Switches the game surface from TextureView (default on low-end devices) to SurfaceView. SurfaceView renders in a dedicated hardware overlay, which typically reduces latency and CPU overhead.Auto behaviour: enabled by default on powerful devices.
The Force VSync option below is only visible when Use SurfaceView is turned on. If you switch back to TextureView, VSync is automatically hidden and has no effect.
force_vsync
boolean
default:"auto"
Forces the renderer to synchronise frame presentation with the display’s refresh rate when using SurfaceView. This eliminates screen tearing at the cost of capping the frame rate to the display refresh (typically 60 Hz or 90 Hz).Auto behaviour: enabled by default on powerful devices.Only visible when Use SurfaceView (alternate_surface) is enabled.
vsync_in_zink
boolean
default:"true"
Controls whether VSync is enabled specifically when using the vulkan_zink renderer. The Zink/Vulkan path handles its own swap-chain presentation, so this toggle operates independently from the force_vsync option above.Disabling this can increase raw frame rate on Vulkan-capable devices but may introduce tearing artefacts.

Renderer Details

Deep-dive into each rendering back-end: hardware requirements, known bugs, and when to switch.

Experimental Settings

Advanced options including shader dumping and system Vulkan driver selection.

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