{ // Renderer configuration. Determines appearance, performance and available options. "pipelineId": "canvas:pipelines/canvas_basic.json", // Glow effect around light sources. "wavyGrass": false, // Enable rendering of internal buffers for debug purposes. Off by default to prevent accidental activation. "enableBufferDebug": false, // Output load/reload trace data to log. Will have performance impact. "enableLifeCycleDebug": false, // Fluid biome colors are blended at block corners to avoid patchy appearance. Slight performance impact to chunk loading. "blendFluidColors": false, // Makes light sources less cross-shaped. Chunk loading a little slower. Overall light levels remain similar. "lightSmoothing": false, // Models with flat lighting have smoother lighting (but no ambient occlusion). "semiFlatLighting": true, // Adjusts quads on some vanilla models (like iron bars) to avoid z-fighting with neighbor blocks. "preventDepthFighting": true, // Treats model geometry outside of block boundaries as on the block for lighting purposes. Helps prevent bad lighting outcomes. "clampExteriorVertices": true, // Prevent Glowstone and other blocks that emit light from casting shade on nearby blocks. "fixLuminousBlockShading": true, // Terrain setup done off the main render thread. Increases FPS when moving. May see occasional flashes of blank chunks "terrainSetupOffThread": true, // Use more efficient entity culling. Improves framerate in most scenes. "cullEntityRender": true, // When true, render thread does not yield to other threads every frame. Vanilla behavior is false (yields). "greedyRenderThread": true, // Use more efficient model loading. Improves chunk rebuild speed and reduces memory use. "forceJmxModelLoading": true, // Use half resolution on retina displays - greatly improves frame rate on Macs. "reduceResolutionOnMac": true, // Padding at edges of screen to reduce how often terrain visibility is computed. In degrees. Values 0 to 20. Zero disables. "staticFrustumPadding": 10, // Extra padding at edges of screen to reduce missing chunks when view rotates and terrainSetupOffThread is on. In degrees. Values 0 to 30. Zero disables. "dynamicFrustumPadding": 20, // Culls particles that are not in view. Should always be faster. "cullParticles": true, // Output runtime per-material shader source. For shader development debugging. "shaderDebug": false, // Summarizes multiple errors and warnings to single-line entries in the log. "conciseErrors": true, // Writes information useful for bug reports to the game log at startup. "logMachineInfo": true, // Writes OpenGL state changes to log. *VERY SPAMMY - KILLS FRAME RATE* Used only for debugging. "logGlStateChanges": false, // Enables LWJGL memory allocation tracking. Will harm performance. Use for debugging memory leaks. Requires restart. "debugNativeMemoryAllocation": false, // Uses slower and safer memory allocation method for GL buffers. Use only if having problems. Requires restart. "safeNativeMemoryAllocation": false, // Output performance trace data to log. Will have significant performance impact. Requires restart. "enablePerformanceTrace": false, // Output periodic snapshots of terrain occlusion raster. Will have performance impact. "debugOcclusionRaster": false, // Render active occlusion boxes of targeted render region. Will have performance impact and looks strange. "debugOcclusionBoxes": false, // White stained glass occludes terrain. Use to debug terrain occlusion. "renderWhiteGlassAsOccluder": false, // Log various region/occluder tests and status changes. Highly verbose and WILL spam the log. Requires restart. "traceOcclusionOutcomes": false, // Log clipping or other non-critical failures detected by terrain occluder. May spam the log. "traceOcclusionEdgeCases": false, // Log uniforms not found in shaders. Sometimes useful for shader debug. Will spam the log. "logMissingUniforms": false, // Log render material states and vanilla RenderLayer mapping. Useful for material debug and pack makers. Will spam the log. "logMaterials": false, // Log information on render lag spikes - when they happen and where. Will spam the log. "logRenderLagSpikes": false, // Approximate target FPS when logRenderLagSpikes is enabled. If elapsed time exceeds an entire frame, a spike is logged. 30-120 "renderLagSpikeFps": 30, // Enable and display render profiler data. "displayRenderProfiler": false, // Profiler level of detail. 0=Collapse all, 1=Expand program passes, 2=Expand all "profilerDetailLevel": 0, // Size of the profiler overlay relative to GUI scale. "profilerOverlayScale": 0.5 }