fabulously-optimized/Packwiz/config/yosbr/config/canvas.json5
2021-06-19 13:23:12 +03:00

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{
// 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
}