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Settings

Zaldaryon edited this page Jul 31, 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
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

Sliders

Setting Range Default Unit
Shadow Distance 20-200 80 blocks
Collision Distance 16-128 64 blocks
Chisel LOD Distance 32-256 48 blocks

Dropdowns

Setting Options Default
Render Scale (FSR) Native (1.0x), Quality (0.85x), Balanced (0.77x), Performance (0.67x) Native

FSR 1.0 Upscaling

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.

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
  • 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)

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, slider and dropdown writes on change. Removing Optimum and reverting to vanilla ignores this file.

Config-file-only settings

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
EntityTesselationFrameBudget 2 Caps dressed-entity re-tesselations per frame, spreading the rest across following frames
EntityOutfitShapeCache false Reuses the assembled gear shape and resolved textures for an outfit combination already built once
EntityOutfitAnimatorCache false Reuses the built animator (pose graph) across entities sharing an outfit combination
EntityOutfitTexturePrewarm false Inserts every outfit variant's textures into the atlas during the loading screen instead of on first encounter mid-gameplay

The four EntityOutfit*/EntityTesselation* settings target the trader/villager re-tesselation stutter (50-230ms single-frame spikes when several dressed NPCs load in at once, e.g. a caravan arriving) and default off pending broader gameplay testing. See Features for the full explanation.

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