QUASAR
Minecraft 1.8.9

Your real ping, even when the server lies about it.

Some servers force the tab ping to a flat 1ms. Quasar times a right-click to the moment the chest actually opens, so it knows your true round trip, then scales prediction and socket behaviour to it.

It cannot lower your real ping. It removes the delay the client itself adds, and it never drops, delays, or alters a packet.

v1.1.01

LINK TESTSTABLE
FELT LATENCY
200ms
REAL PING
350ms

Illustration. Real ping is unchanged; what moves is the delay the client adds.

An illustration of a connection settling: felt latency drops from 350 to 200milliseconds while the real ping stays at 350 milliseconds.

1.8.9
Only version
23
Modules
Free
Always
Mixin
Not a mod
01 / 04Network

The connection does not change. What you feel does.

Your real ping is the floor. Everything above it is delay added between a packet arriving and you seeing the result, and that stack is the part a client can actually work on.

Beforeuntuned
220ms felt
67
dashed line = your real ping, 67 ms
AfterQuasar
67ms felt
67
dashed line = your real ping, 67 ms

Same connection in both. The dashed line is the real ping and it is identical on each, because nothing a client does can move it. What changes is everything stacked on top: the wait for the next tick, the freeze between movement packets, the correction you see after the fact. Illustration, not a measured benchmark.

AUTO-TUNE VERDICTS
  • STABLEavg < 80ms, jitter < 15ms, no loss
  • MODERATEavg < 200ms, jitter < 50ms, loss <= 10%
  • UNSTABLEanything worse
  • HIGH PING (stable)far away, but jitter < 50ms and loss <= 5%

The fourth one exists because a far-away link with low jitter and no loss is not unstable. It is just far away, and the client refuses to call it anything else.

On join, Auto-Tune freezes you for a few seconds, samples the link, and applies a setting overlay for that session only. It never writes your manual config, and it reverts on disconnect.

See how it is measured
The measurement

A right-click is a stopwatch.

A server can tell your client anything it likes about your ping, and some of the big ones pin it to 1ms. That makes the tab list useless as a measurement, and it makes every setting derived from it useless too.

So Quasar stops asking. It notes the instant you right-click a chest and the instant the window actually opens on your screen. That round trip had to cross the real network in both directions, so it is a real number, and nothing the server reports can fake it.

That measurement is what feeds the rest. Prediction scales at roughly one tick per 50ms of measured ping instead of a fixed guess, which is why a fixed three ticks never covered a 350ms link and players froze anyway.

02 / 04Frames

Culling, with the distances left in your hands.

Entities, block-entities and particles each get their own cull distance rather than one blanket setting, because a storage room and an open field fail for different reasons.

Entity Culling

Stop drawing entities the camera cannot usefully see.

  • Cull Distance 16-160
Performance

Block-entity and particle culling, the two biggest FPS wins in built-up areas.

  • Block-entity culling
  • Block-entity cull distance 16-64
  • Particle limit
  • Particle cull distance 8-48
Performance HUD

FPS and ping, drawn in the client's own panel style.

  • Show FPS
  • Show Ping
STATS HUD
Place
98%
exact
Break
100%
exact
Hits
~64%
estimate
Ping
187/12 ms
avg / jitter
Rej
3
ghost blocks
Corr
4rb 2tp
rubber-bands / teleports
Gaps
3t
ticks
KEYSTROKES
W
A
S
D
LMB
RMB
WHY THESE NUMBERS

Place and Break are exact: the server confirms or contradicts every block action, so the percentage is a fact. Hits carries a tilde because a hit is inferred from knockback inside a ping window, and a zero-knockback hit can be missed.

04 / 04Every module

All of it, listed.

Twenty-three modules ship today. The description under each one is the text the client shows you when you hover it in game, copied across rather than rewritten.

Latency Tuning9 settings

Socket-level tuning plus the real-ping measurement that survives a spoofed tab ping.

Predictions9 settings

Client-side compensation so other players stay trackable when the link is long.

Entity Culling1 setting

Stop drawing entities the camera cannot usefully see.

Performance4 settings

Block-entity and particle culling, the two biggest FPS wins in built-up areas.

Performance HUD2 settings

FPS and ping, drawn in the client's own panel style.

CPS Counter1 setting

Clicks per second, left and right.

Keystrokestoggle

WASD and mouse-button overlay.

Coordinates + Daytoggle

Position, facing and in-world day counter.

Hitboxes5 settings

Draw entity hitboxes, with the colour under your control.

Smart Armour5 settings

Highlights an armour piece in any container that beats what you are wearing.

Fullbright1 setting

Raise the gamma so caves and shadows stop hiding people.

Zoom4 settings

Hold to zoom, with an optional eased transition.

Hit Rangetoggle

The measured reach of your last hit.

Hit Combo1 setting

Consecutive hits on the same target.

Discord RPCtoggle

Rich Presence over a named pipe, with no dependency pulled in.

Auto GGtoggle

Sends gg once when a Hypixel SkyWars game ends.

Advanced Logging3 settings

Per-session telemetry, including which of your block actions the server rejected.

Stats HUD7 settings

Live success rates. Two of them are exact, and the one that is an estimate says so.

Experimental6 settings

An optimizer that tunes the safe settings toward your measured hit registration.

Quasar Network2 settings

See other Quasar users, and their real ping, wherever you play.

Cosmetics4 settings

Equippable items, visible to other Quasar users.

Advertiser Mode2 settings

A branded overlay for recording and streaming.

Borderless Windowtoggle

Undecorated window at desktop resolution, so capture software can actually see the game.

What it does not do
It never touches a packet

Socket tuning and coalescing change timing and buffers. Nothing is dropped, delayed past its tick, reordered or altered.

It cannot force a hit through

Combat priority flushes your attack immediately instead of waiting for the tick. Timing only. A hit the server rejects stays rejected.

It cannot lower your real ping

Distance is distance. What Quasar removes is the delay added on your side, and what it changes is how the rest of it feels.

Free, and 1.8.9 only.

One installer. It sets the client up on first run, signs you in, and updates itself after that.

Questions go to the Discord.