SciCraft/client_pack/config/lambdynlights.toml
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feat: three-tier performance presets (Low/Medium/High) for client + server
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.
2026-08-19 23:27:45 -04:00

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TOML

# LambDynamicLights configuration.
# The dynamic lights mode (off, simple, fancy)
mode = "fancy"
# The chunk rebuild scheduler mode (immediate, culling).
chunk_rebuild_scheduler = "culling"
[adaptive_ticking]
# How far away (in chunks) until light sources get ticked less often.
slow = 5
# How far away (in chunks) until light sources get ticked even less often.
slower = 8
# Reduces how often sources behind the camera get ticked.
background_sleep = true
# Light sources settings.
[light_sources]
entities = true
self = true
water_sensitive_check = true
creeper = "simple"
tnt = "off"
beam = true
firefly = true
guardian_laser = true
sonic_boom = true
glowing_effect = true