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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 |
| 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 |
| 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 |
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).
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)
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 and slider writes on change. Removing Optimum and reverting to vanilla ignores this file.