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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.
30 lines
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762 B
JSON
30 lines
No EOL
762 B
JSON
{
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"quality": {
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"weather_quality": "DEFAULT",
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"leaves_quality": "DEFAULT",
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"enable_vignette": true,
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"use_closest_point_entity_sort": false
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},
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"advanced": {
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"enable_memory_tracing": false,
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"use_advanced_staging_buffers": true,
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"cpu_render_ahead_limit": 3
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},
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"performance": {
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"chunk_builder_threads": 0,
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"chunk_build_defer_mode": "ALWAYS",
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"animate_only_visible_textures": true,
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"use_entity_culling": true,
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"use_fog_occlusion": true,
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"use_block_face_culling": true,
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"use_no_error_g_l_context": true,
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"quad_splitting_mode": "SAFE"
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},
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"notifications": {
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"has_cleared_donation_button": false,
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"has_seen_donation_prompt": false
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},
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"debug": {
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"terrain_sorting_enabled": true
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}
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} |