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Add drop-in performance presets tuned for three hardware tiers. Tier targets: - Low: 4GB VRAM/iGPU, 8-16GB RAM - Medium: RX 580-class 8GB, 16-32GB RAM (shipped as pack default) - High: RTX 3060+ 8GB+, 32GB+ RAM Client configs (per tier, presets/<tier>/config/): - sodium-options.json: chunk threads, cpu render-ahead, quality - iris.properties: shaders on/off, max shadow render distance - lambdynlights.toml: dynamic lighting mode + adaptive ticking - entityculling.json: culling tracing distance - cullleaves.json: leaf culling - soundphysics.properties: reverb/ray budget (CPU cost) - flywheel-client.toml: Create backend (BATCHING vs INSTANCING) Server configs (per tier, presets/<tier>/server/): - server.properties: view-distance, sim-distance, players, compression - jvm-flags.txt: heap + G1 GC flags per RAM tier Medium configs also copied to client_pack/config/ so they ship as the mrpack defaults (bundled into overrides/config/). Docs: docs/performance.md + docs/server.md rewritten for three tiers; presets/README.md explains how to apply each tier. Default (Medium) enables shaders with INSTANCING flywheel on the 8GB GPU tier; Low disables shaders + uses BATCHING for maximum FPS on weak GPUs.
27 lines
694 B
TOML
27 lines
694 B
TOML
# LambDynamicLights configuration.
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# The dynamic lights mode (off, simple, fancy)
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mode = "fancy"
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# The chunk rebuild scheduler mode (immediate, culling).
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chunk_rebuild_scheduler = "culling"
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[adaptive_ticking]
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# How far away (in chunks) until light sources get ticked less often.
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slow = 5
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# How far away (in chunks) until light sources get ticked even less often.
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slower = 8
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# Reduces how often sources behind the camera get ticked.
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background_sleep = true
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# Light sources settings.
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[light_sources]
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entities = true
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self = true
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water_sensitive_check = true
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creeper = "simple"
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tnt = "off"
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beam = true
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firefly = true
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guardian_laser = true
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sonic_boom = true
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glowing_effect = true
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