-
-
Notifications
You must be signed in to change notification settings - Fork 2
Settings
Optimum adds an Extra tab to the client settings dialog. All toggles default to ON.
| Setting | What it controls | Default |
|---|---|---|
| Limit Background FPS | Cap to 30 FPS when the window loses focus | ON |
| Smooth Frame Pacing | Hybrid sleep/yield/spin frame limiter | ON |
| Skip Distant Shadows | Skip shadow draws beyond the distance threshold | ON |
| Skip Distant Collisions | Skip repulsion physics beyond the distance threshold | ON |
| Scale Light Range | Scale held-item light radius by view distance | ON |
| Reduce Distant Animations | Reduce tick rate for distant animated block entities | ON |
| Skip Foliage Far Shadows | Skip vegetation in the far shadow cascade | ON |
| Throttle Wind Updates | Cache wind speed for 4 frames instead of every frame | ON |
| Reduce Distant Particles | Skip particle emitters beyond 48 blocks | ON |
| Simplify Distant Chiseled Blocks | Render far chiseled blocks as solid cubes | ON |
| Smart Chunk Culling | Scale the occlusion-culling chunk threshold with view distance | ON |
| Reuse Light Scans | Reuse the previous frame's dynamic-light scan while standing still | ON |
| Batch Entity Light Reads | Group visible entity light samples by chunk | ON |
| Cache Entity Shader State | Share view/water uniforms and the animation buffer lookup per pass | ON |
| Setting | Range | Default | Unit |
|---|---|---|---|
| Shadow Distance | 20-200 | 80 | blocks |
| Collision Distance | 16-128 | 64 | blocks |
| Chisel LOD Distance | 32-256 | 48 | blocks |
| Setting | Options | Default |
|---|---|---|
| Render Scale (FSR) | Native (1.0x), Quality (0.85x), Balanced (0.77x), Performance (0.67x) | Native |
Below Native, Optimum renders the world at the selected scale and runs the AMD FidelityFX Super Resolution 1.0 pipeline:
- EASU (Edge-Adaptive Spatial Upsampling): upscales the lower-resolution framebuffer to native resolution
- RCAS (Robust Contrast-Adaptive Sharpening): applies contrast-adaptive sharpening
Lower scales give more FPS at the cost of some softness. Changing the setting rebuilds the framebuffers and reloads shaders immediately — no restart. Native bypasses FSR entirely with no overhead, and produces output identical to vanilla.
These run unconditionally because they produce identical output with zero tradeoff:
- Ambient sound position gate (skip when stationary)
- Fly sound volume deduplication (skip below 1% delta)
- BlockPos reuse in particle ticks
- Animation check reorder (distance before frustum)
- Name-tag frustum reuse (IsRendered flag)
- Entity render distance pre-cull
- Lock contention reduction (System.Threading.Lock)
- Chunk upload scratch buffer reuse
- Chunk sort skip (only re-sort when player moves)
- SVG asset reload (prevents mod icon loss)
- Mouse wheel fix (#9710)
- Creative search cache crash containment
- Shader optimizations (godrays cap, shadow alpha threshold, cloud march reduction, foam grid)
Run .optimum status in the chat to see the current value of every toggle, plus per-optimization hit/skip counters. Run .optimum reset to zero all counters.
Additional commands:
-
.optimum chisel lodstats— Show chisel LOD hit/miss per chunk -
.optimum chisel lodreset— Reset chisel LOD counters
Settings persist to .optimum/optimum.json in your VS data path. Each toggle, slider and dropdown writes on change. Removing Optimum and reverting to vanilla ignores this file.
A few options have no Extra-tab control and are edited directly in .optimum/optimum.json:
| Key | Default | What it does |
|---|---|---|
MapPageCache |
true |
Enable the map page cache |
MapPageCacheMaxLayers |
128 |
GPU texture-array layers (clamped 16-512) |
MapPageCacheBc7 |
true |
Use BC7 compression when the GPU supports it |
MapPageCachePregen |
false |
Fill unexplored map chunks with approximated terrain |