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Camera Overhaul
The Camera Overhaul backport tilts and sways the view as you move, turn, ride or fly. AET also adds configurable falling, landing and sound-triggered shakes. These are client settings. Third-person positioning, FOV and aiming are covered by Shoulder Surfing additions, using the same camera config category.
Configuration guide · All categories
Config category: camera.
Disable cameraOverhaulEnabled to turn off the dynamic camera effects and their shakes. Third-person camera positioning and aiming have their own controls on the linked page.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
cameraOverhaulEnabled |
true |
true / false
|
Enable dynamic camera effects (velocity pitch, strafing roll, turning roll, idle sway). |
cameraOverhaulThirdPerson |
true |
true / false
|
Apply camera effects in third person view. |
cameraDisableWhilePaused |
true |
true / false
|
Disable camera offsets and shakes while the pause menu is open. |
cameraKeepFirstPersonHandStable |
true |
true / false
|
Keep first-person hand/item stable instead of inheriting camera tilt effects. |
Config category: camera.
Accumulation controls how quickly turning builds tilt. Intensity controls its size; smoothing controls how slowly it decays. Set intensity to 0 to remove turning roll while keeping other effects.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
cameraTurningRollAccumulation |
0.7 |
0.0 to 100.0
|
How quickly turning roll accumulates when rotating the camera. |
cameraTurningRollIntensity |
0.9 |
0.0 to 100.0
|
Maximum intensity of the turning roll effect. |
cameraTurningRollSmoothing |
1.0 |
0.0 to 100.0
|
Smoothing factor for turning roll decay. Higher = slower decay. |
Config category: camera.
Sway fades in after inactivity and fades out when moving. Intensity controls its size and frequency its speed. Set intensity to 0 to remove idle sway.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
cameraSwayIntensity |
0.6 |
0.0 to 100.0
|
Intensity of idle camera sway. |
cameraSwayFrequency |
0.16 |
0.01 to 100.0
|
Frequency of idle camera sway oscillation. |
cameraSwayFadeInDelay |
0.15 |
0.0 to 100.0
|
Seconds of inactivity before camera sway begins fading in. |
cameraSwayFadeInLength |
5.0 |
0.0 to 100.0
|
Duration in seconds for camera sway to fully fade in. |
cameraSwayFadeOutLength |
0.75 |
0.0 to 100.0
|
Duration in seconds for camera sway to fade out when the player moves. |
Config category: camera.
This is a continuous shake during descent, separate from the landing impact below. Minimum and maximum distances are measured in blocks. Keep the maximum above the minimum for a gradual increase.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
cameraFallingShakeEnabled |
true |
true / false
|
Add continuous shake while descending after falling past a threshold. |
cameraFallingShakeMinDistance |
3.0 |
0.0 to 1000.0
|
Minimum fall distance before in-air fall shake starts. |
cameraFallingShakeMaxDistance |
16.0 |
0.1 to 1000.0
|
Fall distance at which in-air fall shake reaches maximum intensity. |
cameraFallingShakeIntensity |
1.2 |
0.0 to 100.0
|
Maximum intensity of in-air fall shake. |
cameraFallingShakeFrequency |
1.4 |
0.1 to 100.0
|
Noise frequency of in-air fall shake. |
Config category: camera.
Trauma is the strength added by an event: higher values shake more. Explosion length is in seconds. The combined intensity and frequency controls apply to the event-shake system.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
cameraShakeMaxIntensity |
2.5 |
0.0 to 100.0
|
Maximum combined intensity of all active screen shakes. |
cameraShakeMaxFrequency |
6.0 |
0.1 to 100.0
|
Maximum frequency of screen shake noise sampling. |
cameraExplosionTrauma |
1.0 |
0.0 to 1.0
|
Trauma intensity for explosion screen shakes. |
cameraExplosionLength |
2.0 |
0.0 to 100.0
|
Duration in seconds for explosion screen shakes. |
cameraThunderTrauma |
0.05 |
0.0 to 1.0
|
Trauma intensity for lightning/thunder screen shakes. |
cameraHandSwingTrauma |
0.03 |
0.0 to 1.0
|
Trauma intensity for hand swing screen shakes. |
Config category: camera.
Landing shake starts at the minimum fall distance and reaches its configured maximum trauma at the maximum distance. Disable this toggle independently of the continuous falling shake.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
cameraFallShakeEnabled |
true |
true / false
|
Add a landing screen shake when falling from sufficient height. |
cameraFallShakeMinDistance |
4.0 |
0.0 to 1000.0
|
Minimum fall distance before landing shake starts. |
cameraFallShakeMaxDistance |
20.0 |
0.1 to 1000.0
|
Fall distance at which landing shake reaches maximum trauma. |
cameraFallShakeMaxTrauma |
0.45 |
0.0 to 1.0
|
Maximum trauma applied by landing shake. |
cameraFallShakeFrequency |
0.8 |
0.1 to 100.0
|
Noise frequency multiplier for landing shake. |
cameraFallShakeLength |
0.55 |
0.05 to 100.0
|
Duration in seconds of landing shake. |
Config category: camera.
Roll tilts sideways; pitch tilts forward or backward. The smoothing settings soften velocity changes.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
cameraWalkStrafingRoll |
10.0 |
0.0 to 100.0
|
Strafing roll factor when walking. |
cameraWalkForwardPitch |
7.0 |
0.0 to 100.0
|
Forward velocity pitch factor when walking. |
cameraWalkVerticalPitch |
4.5 |
0.0 to 100.0
|
Vertical velocity pitch factor when walking. |
cameraWalkHorizSmoothing |
1.0 |
0.0 to 100.0
|
Horizontal velocity smoothing factor when walking. |
cameraWalkVertSmoothing |
0.75 |
0.0 to 100.0
|
Vertical velocity smoothing factor when walking. |
Config category: camera.
These settings apply to Et Futurum Requiem Elytra flight. The negative default strafing roll banks in the opposite direction to the walking effect.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
cameraFlyStrafingRoll |
-10.0 |
-100.0 to 100.0
|
Strafing roll factor when flying with Et Futurum Requiem's Elytra. Negative matches Camera Overhaul's vanilla Elytra context. |
cameraFlyForwardPitch |
7.0 |
0.0 to 100.0
|
Forward velocity pitch factor when flying with Et Futurum Requiem's Elytra. |
cameraFlyVerticalPitch |
2.5 |
0.0 to 100.0
|
Vertical velocity pitch factor when flying with Et Futurum Requiem's Elytra. |
cameraFlyHorizSmoothing |
1.0 |
0.0 to 100.0
|
Horizontal velocity smoothing factor when flying with Et Futurum Requiem's Elytra. |
cameraFlyVertSmoothing |
1.0 |
0.0 to 100.0
|
Vertical velocity smoothing factor when flying with Et Futurum Requiem's Elytra. |
Config category: camera.
These factors control velocity-based camera movement while mounted.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
cameraRideStrafingRoll |
5.0 |
0.0 to 100.0
|
Strafing roll factor when riding. |
cameraRideForwardPitch |
3.5 |
0.0 to 100.0
|
Forward velocity pitch factor when riding. |
cameraRideVerticalPitch |
7.0 |
0.0 to 100.0
|
Vertical velocity pitch factor when riding. |
cameraRideHorizSmoothing |
1.0 |
0.0 to 100.0
|
Horizontal velocity smoothing factor when riding. |
cameraRideVertSmoothing |
1.0 |
0.0 to 100.0
|
Vertical velocity smoothing factor when riding. |
Config category: camera.
Both cameraOverhaulEnabled and cameraSoundShakesEnabled must be enabled. Rule strength is scaled by the sound event's volume. A bare sound path matches that path; a full namespace:path targets that domain and is checked first.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
cameraSoundShakesEnabled |
true |
true / false
|
Enable camera shakes triggered by specific sounds. |
cameraSoundShakes |
Default list | List of text entries | One sound rule per list entry. Required fields: sound and trauma. Optional fields: radius, frequency, duration. See the format and example below. |
S:cameraSoundShakes <
sound=mob.enderdragon.growl;trauma=0.7;radius=80;frequency=2.0;duration=2.5
sound=mob.enderdragon.end;trauma=1.0;radius=120;frequency=0.3;duration=11.0
sound=mob.wither.spawn;trauma=0.5;radius=60;frequency=0.3;duration=2.0
sound=mob.wither.idle;trauma=0.15;radius=40;frequency=0.5;duration=0.8
sound=mob.wither.death;trauma=0.7;radius=80;frequency=0.3;duration=2.5
sound=mob.wither.shoot;trauma=0.1;radius=30;frequency=1.0;duration=0.3
>
Use one rule per line in the list:
sound=mob.zombie.step;trauma=0.05;radius=16;frequency=1.0;duration=0.3
sound and trauma are required. Trauma normally ranges from 0 to 1. radius is distance falloff in blocks (default 16), frequency is shake speed (default 1.0), and duration is seconds (default 0.3). Omitting optional fields uses those defaults. Adding entries to the list preserves the existing dragon and wither rules; replacing the list removes them.