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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.
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Performance — Client
Three drop-in tiers are provided: Low, Medium, and High. The
Medium tier ships as the pack default (matches a Ryzen 5 5600X / 16-32 GB
RAM / RX 580 8 GB machine). Full details and copy commands live in
presets/README.md.
| Tier | Target | Shaders | Render distance | Key trade-offs |
|---|---|---|---|---|
| Low | 4 GB VRAM / iGPU | Off | 4-6 | Minimal effects, most CPU headroom |
| Medium | 8 GB VRAM (RX 580-class) | On (Complementary, Performance) | 8 | Balanced 60 FPS — default |
| High | 8 GB+ VRAM (RTX 3060+) | On (Complementary, Ultra) | 10-12 | Max visual quality |
Applying a tier
# client configs → instance config dir
cp -r presets/low/config/* ~/.local/share/PrismLauncher/instances/<instance>/minecraft/config/
Restart the game after copying. See presets/README.md for the full file map.
What each tier changes
| Config | Low | Medium | High |
|---|---|---|---|
| Sodium chunk threads | 1 | auto | auto |
| Sodium cpu render-ahead | 1 | 3 | 4 |
| Sodium quality | FAST | DEFAULT | DEFAULT |
| Iris shaders | off | on, shadow 32 | on, shadow 64 |
| Dynamic lights | simple | fancy | fancy (max) |
| Entity culling distance | 64 | 128 | 192 |
| Sound reverb rays | 16 | 24 | 32 |
| Flywheel backend | BATCHING | INSTANCING | INSTANCING |
Shader tuning (Complementary Reimagined r5.4)
Shader loader is Iris (native NeoForge). Recommended shaderpack:
Complementary Reimagined r5.4 (client_pack/shaderpacks/, see README).
In-game (Esc → Options → Shader Packs → Complementary → Shader Pack Settings):
Medium (8 GB VRAM)
- Preset: Fast / Performance
- Antialiasing: OFF, SSAO: Fast, Shadow Quality 1.0x
- Shadow Distance: 64, Bloom: Low, Clouds: 2D Fast
- Water Reflections: Screenspace Fast, Colored Light: OFF
High (8 GB+ VRAM)
- Preset: High / Default
- Antialiasing: OFF or FXAA, SSAO: High, Shadow Quality 1.5x
- Shadow Distance: 128, Bloom: On, Clouds: 3D
- Water Reflections: Screenspace, Colored Light: On
Low (no shaders, or "Potato")
- Play with shaders off (Iris
enableShaders=false). - If you want them on, use Complementary "Potato/Ultra" preset, shadows OFF.
If FPS is still low, lower Shadow Quality / disable Bloom before touching render distance.
Reload rules
- Server scripts / recipes / advancements:
/reload - Client tooltips / JEI / textures / lang:
F3+T - New items/blocks (
registry_blocks.js): full restart - Config files (Sodium, Iris, etc.): full restart