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Settings

Zaldaryon edited this page Jul 24, 2026 · 6 revisions

Settings

Optimum adds an Extra tab to the client settings dialog. All toggles default to ON.

Switches

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
Dynamic Light Cache Cache chunk light lookups for entity rendering ON
Entity Light Batch Batch entity light resolution per chunk group ON
Entity Shader Cache Cache shader state across entity renderers per pass ON

Sliders

Setting Range Default Unit
Shadow Distance 20-200 80 blocks
Collision Distance 16-128 64 blocks
Chisel LOD Distance 32-256 48 blocks
Render Scale (FSR) 25-100 100 percent

FSR 1.0 Upscaling

When Render Scale is below 100%, Optimum activates 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 perceptual sharpening

At 75% render scale, FSR recovers near-native quality with significantly reduced GPU fill-rate cost. Set to 100% to bypass FSR entirely (no overhead).

Non-Configurable Optimizations

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
  • Mat4f.Multiply inlining (compile-time)
  • Animation check reorder (distance before frustum)
  • Name-tag frustum reuse (IsRendered flag)
  • Entity render distance pre-cull
  • Lock contention reduction (System.Threading.Lock)
  • Server GC with DATAS
  • 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)

Diagnostics

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

Persistence

Settings persist to .optimum/optimum.json in your VS data path. Each toggle and slider writes on change. Removing Optimum and reverting to vanilla ignores this file.

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