VPFX Player Testing Guide
This document is for players and testers who want to help test VPFX, report issues, share screenshots, and give useful feedback.
You do not need to know GLSL or rendering internals to help. Good testing is not about being a developer. It is about giving clear information that can be reproduced.
1. What player testing is for
VPFX is an experimental post-processing and shadow pipeline for Minecraft Fabric.
Player testing helps verify:
Does the mod launch?Does the shaderpack load?Does the image look correct?Do shadows behave correctly?Does the game crash?Does performance drop too much?Does the issue happen only with one pack, one setting, or one hardware setup?A good test report helps separate three different problems:
1. VPFX runtime bug2. Shaderpack bug3. Hardware / driver / compatibility issueThis is important because not every visual problem comes from the same place.
2. What testers can help with
Players and testers can help by:
Installing VPFXTesting VPFX shaderpacksTesting different worlds and lighting conditionsTesting shadowsTesting entities and block entitiesTaking screenshotsRecording short videosReporting crashesReporting visual glitchesReporting performance problemsSharing hardware informationConfirming whether an issue happens with multiple packsYou do not need to modify VPFX source code.
3. Before reporting an issue
Before reporting a bug, please try these quick checks.
3.1 Make sure the pack is actually a VPFX pack
VPFX packs are not the same as OptiFine or Iris shaderpacks.
A valid VPFX pack should normally contain:
pack.jsonpost_effect/shaders/If you are trying to load an Iris or OptiFine shaderpack directly, it may not work.
3.2 Try reloading VPFX
Use:
F10or:
/vpfx reloadIf the issue disappears after a reload, mention that in your report.
3.3 Try disabling VPFX
Use:
/vpfx offThen check whether the issue still exists.
If the issue still happens with VPFX disabled, it may not be a VPFX bug.
3.4 Try the built-in pack
If possible, test with the built-in VPFX pack:
/vpfx reload builtinIf the issue happens only with one external pack, it may be a shaderpack-specific issue.
If the issue happens with the built-in pack too, it is more likely to be a VPFX runtime issue.
4. Useful bug report format
When reporting a bug, please include this information:
Minecraft version:Fabric Loader version:VPFX version:Operating system:GPU:CPU:RAM:Shaderpack name:Shaderpack version:World type:Dimension:World shadows enabled:Entity shadows enabled:Player shadows enabled:Block entity shadows enabled:Steps to reproduce:Expected result:Actual result:Screenshot or video:latest.log:You do not need to fill every field perfectly, but the more information you provide, the easier it is to fix the issue.
5. Good report vs bad report
Bad report
shadows brokenThis is not enough. It does not explain what is broken, where it happens, or how to reproduce it.
Better report
In VPFX 1.15.5, using the BSL Tone Shadow Showcase pack, entity shadows work, but player body shadows disappear when I switch to third-person view. The held item still casts a shadow. This happens in a flat world at noon. F9 shadow debug shows the held item but not the player body. Reloading the pack does not fix it. Screenshot and latest.log attached.This is useful because it tells us:
VPFX versionPack nameWhat worksWhat does not workWhere it happensLighting conditionDebug resultWhether reload helps6. Screenshot guidelines
Screenshots are very useful for visual bugs.
When taking screenshots, please try to include:
The bug itselfThe surrounding terrainThe time of day if shadows are involvedThe selected shaderpackThe relevant VPFX debug view if possibleFor shadow issues, one screenshot from the normal view and one screenshot from the shadow debug view is ideal.
7. Video guidelines
Short videos are useful when a bug changes over time.
A good video should show:
The issueHow you trigger itWhether it changes when movingWhether it changes when rotating the cameraWhether it changes after reloading VPFXFor shadow bugs, rotating the camera slowly can help identify whether the shadow is incorrectly depending on player view direction.
8. Log files
For crashes or loading failures, logs are very important.
The most useful file is usually:
.minecraft/logs/latest.logIf the game crashes, also include the crash report if one exists:
.minecraft/crash-reports/Please do not paste extremely long logs directly into chat if possible. Upload the file instead.
9. Testing shaderpack loading
When testing pack loading, check these things:
Does the pack appear in the VPFX menu?Can it be selected?Does it load without errors?Does F10 reload it?Does /vpfx reload work?Does /vpfx off correctly disable VPFX?Does /vpfx reload builtin work after using the external pack?If the pack does not appear, check whether pack.json is at the root of the zip.
Correct zip layout:
my_pack.zip├─ pack.json├─ post_effect/└─ shaders/Incorrect zip layout:
my_pack.zip└─ my_pack/ ├─ pack.json ├─ post_effect/ └─ shaders/10. Testing visual effects
For general post-processing effects, test:
DaytimeNighttimeCavesNetherEndWaterLavaRainSnowBright blocksDark blocksUI overlaysInventory screenThird-person viewUseful things to report:
Black screenOverexposureVery dark imageWrong colorsFlickeringEffect disappears after reloadEffect only appears in some dimensionsEffect affects GUI incorrectly11. Testing shadows
VPFX supports shadow map based shadows. Depending on the current version and settings, shadow depth may contain:
Terrain castersEntity castersPlayer castersBlock entity castersWhen testing shadows, please check:
Flat groundSlopesStairsWallsCaves near sunlightEntitiesPlayersHeld itemsChestsBedsSignsBannersMoving entitiesThird-person viewImportant shadow checks:
Do shadows move with the sun/moon?Do shadows stay stable when rotating the camera?Do shadows disappear when moving?Are there stripe artifacts on flat ground?Are there diagonal artifacts on block sides?Do entities cast shadows?Do players cast shadows?Do held items cast shadows?Do block entities cast shadows?Is the vanilla circular entity shadow still visible when VPFX shadows are active?If a shadow changes shape only when you rotate the camera, mention it clearly. That is an important bug.
12. Testing entity shadows
For entity shadows, test:
CowSheepZombieSkeletonCreeperItem entityBoatMinecartArmor standPlayer modelHeld itemUseful checks:
Does the entity appear in shadow debug view?Does it cast a visible shadow on terrain?Does the shadow remain stable when the camera rotates?Does the shadow move correctly when the entity moves?Does the held item cast a shadow?Does the player body cast a shadow?If only the held item casts a shadow but the player body does not, report that separately.
13. Testing block entity shadows
For block entity shadows, test:
ChestEnder chestShulker boxBedSignHanging signBannerBellLecternSpawnerDecorated potItem frame if supportedUseful checks:
Does the block entity appear in shadow debug view?Does it cast a visible shadow?Does it flicker?Does it disappear at some distances?Does it behave differently when rotating the camera?Does it work in different dimensions?14. Testing vanilla entity shadow suppression
VPFX may suppress Minecraft’s vanilla circular entity shadows while VPFX world shadows are active.
Please test:
VPFX off:Vanilla circular entity shadow should still appear.
VPFX shadows active:Vanilla circular entity shadow should disappear.VPFX shadow map based entity shadow should remain.If both shadows appear at the same time, report it as a double shadow issue.
If no entity shadow appears at all, report whether VPFX shadow debug shows the entity.
15. Performance testing
When reporting performance, please include:
FPS with VPFX offFPS with VPFX onShaderpack nameRender distanceShadow map size if visibleWorld typeEntity count if relevantGPUCPUResolutionPerformance issues are easier to understand when there is a comparison.
Example:
VPFX off: 120 FPSVPFX on with Example Pack: 72 FPSRender distance: 16Resolution: 1920x1080GPU: RTX 3060CPU: Ryzen 5 5600World: flat world with around 80 entitiesAvoid reports like:
laggyTry to provide numbers.
16. Compatibility testing
If you use other mods, please mention them.
Important mod categories:
Rendering modsOptimization modsShader modsCamera modsHUD modsWorld rendering modsEntity rendering modsResource packsIf a bug only happens with another mod installed, please mention that clearly.
If possible, test with only:
Fabric LoaderFabric API if requiredVPFXOne VPFX shaderpackThis helps determine whether the issue is caused by VPFX or by a mod conflict.
17. What not to report as a VPFX bug
Please avoid reporting these as VPFX bugs unless you have evidence that VPFX is involved:
A normal OptiFine/Iris shaderpack does not load as a VPFX pack.A resource pack texture looks wrong without VPFX enabled.A server-side gameplay bug.A crash that still happens after removing VPFX.A visual issue caused by another rendering mod.A pack-specific effect choice that is intentional.If you are unsure, it is okay to ask. Just include enough information.
18. How to test a new VPFX release
When a new VPFX release is posted, a useful test order is:
1. Launch the game.2. Enter a world with VPFX disabled.3. Enable a known working VPFX pack.4. Test F7 menu.5. Test F10 reload.6. Test /vpfx reload.7. Test /vpfx off.8. Test world shadows.9. Test entity shadows.10. Test player shadows.11. Test block entity shadows.12. Take screenshots.13. Check latest.log for warnings or errors.If something breaks, try to identify which step breaks first.
19. Minimal test scene
A good shadow test scene should include:
Flat groundA small wallStairs or slabsA chestA bedA signA bannerA few mobsA dropped itemA boat or minecartThe player in third-person viewTest it at:
MorningNoonSunsetNight if moon shadows are enabledRain if relevantThis kind of simple test scene helps catch many common shadow issues quickly.
20. Reporting checklist
Before sending a report, check:
Did I include the VPFX version?Did I include the shaderpack name?Did I explain what I expected?Did I explain what actually happened?Did I include screenshots or video?Did I include steps to reproduce?Did I test /vpfx reload?Did I test /vpfx off?Did I include latest.log if there was a crash or loading error?A report does not need to be perfect. It just needs to be clear enough that someone else can try to reproduce it.
21. Current testing priorities
The current priority is to test VPFX as a shaderpack platform.
Most useful testing areas:
External shaderpack loadingPack reload behaviorWorld shadowsEntity shadowsPlayer shadowsBlock entity shadowsVanilla entity shadow suppressionShadow stability when rotating the cameraPerformance on different GPUsVisual correctness in different dimensionsIf you only have time for one thing, test a VPFX pack in a simple world and report whether shadows and reload behavior work correctly.
22. Thank you
Testing is not just waiting for updates. Testing is part of building the platform.
Every useful report helps make VPFX more stable for players and more reliable for shaderpack authors.