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