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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/PojavOptimize
Path: blob/main/1.16.5/config/canvas.json5
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{
	// Glow effect around light sources. Work-in-Progress
	"enableBloom": true,
	// Intensity of glow effect around light sources. 0.0 to 0.5, default is 0.1.
	"bloomIntensity": 0.0,
	// Size of bloom effect around light sources. 0.0 to 2.0, default is 0.25.
	"bloomScale": 0.0,
	// Animated foliage
	"wavyGrass": true,
	// Hand held light max radius. 0-15, Zero disables
	"handheldLightRadius": 11,
	// Enable rendering of internal buffers for debug purposes. Off by default to prevent accidental activation.
	"enableBufferDebug": false,
	// Output load/reload trace data to log. Will have performance impact.
	"enableLifeCycleDebug": false,
	// Makes terrain fog a little less foggy or turns it off.
	"fogMode": "NONE",
	// Fluid biome colors are blended at block corners to avoid patchy appearance. Slight peformance impact to chunk loading.
	"blendFluidColors": true,
	// Truly smoothh lighting. Some impact to memory use, chunk loading and frame rate.
	"hdLightmaps": false,
	// Slight variation in light values - may prevent banding. Slight performance impact and not usually necessary.
	"lightmapNoise": false,
	// Mimics directional light.
	"diffuseShadingMode": "NORMAL",
	// Makes light sources less cross-shaped. Chunk loading a little slower. Overall light levels remain similar.
	"lightSmoothing": false,
	// Mimics light blocked by nearby objects.
	"aoShadingMode": "NORMAL",
	// Setting > 0 may give slightly better FPS at cost of potential flickering when lighting changes.
	"maxLightmapDelayFrames": 0,
	// Extra lightmap capacity. Ensure enabled if you are getting `unable to create HD lightmap(s) - out of space' messages.
	"moreLightmap": true,
	// Models with flat lighting have smoother lighting (but no ambient occlusion).
	"semiFlatLighting": true,
	// Draws multiple chunks with same view transformation. Much faster, but try without if you see visual defects.
	"batchedChunkRender": true,
	// Adjusts quads on some vanilla models (like iron bars) to avoid z-fighting with neighbor blocks.
	"preventDepthFighting": true,
	// Treats model geometry outside of block boundaries as on the block for lighting purposes. Helps prevent bad lighting outcomes.
	"clampExteriorVertices": true,
	// Prevent Glowstone and other blocks that emit light from casting shade on nearby blocks.
	"fixLuminousBlockShading": true,
	// Terrain setup done off the main render thread. Increases FPS when moving. May see occasional flashes of blank chunks
	"terrainSetupOffThread": true,
	// Use Vertex Array Objects if available. VAOs generally improve performance when they are supported.
	"enableVao": true,
	// Use more efficient entity culling. Improves framerate in most scenes.
	"cullEntityRender": true,
	// When true, render thread does not yield to other threads every frame. Vanilla behavior is false (yields).
	"greedyRenderThread": true,
	// Use more efficient model loading. Improves chunk rebuild speed and reduces memory use.
	"forceJmxModelLoading": true,
	// Use half resolution on retina displays - greatly improves frame rate on Macs.
	"reduceResolutionOnMac": true,
	// Reduce draw calls for terrain by controlling shaders with vertex data. Faster on some hardware.
	"vertexControlMode": true,
	// Padding at edges of screen to reduce how often terrain visibility is computed. In degrees. Values 0 to 20. Zero disables.
	"staticFrustumPadding": 10,
	// Extra padding at edges of screen to reduce missing chunks when view roates and terrainSetupOffThread is on. In degrees. Values 0 to 30. Zero disables.
	"dynamicFrustumPadding": 20,
	// Culls particles that are not in view. Should always be faster.
	"cullParticles": true,
	// Output runtime per-material shader source. For shader development debugging.
	"shaderDebug": false,
	// Shows HD lightmap pixels for debug purposes. Also looks cool.
	"lightmapDebug": false,
	// Summarizes multiple errors and warnings to single-line entries in the log.
	"conciseErrors": true,
	// Writes information useful for bug reports to the game log at startup.
	"logMachineInfo": true,
	// Writes OpenGL state changes to log.  *VERY SPAMMY - KILLS FRAME RATE*  Used only for debugging.
	"logGlStateChanges": false,
	// Enables LWJGL memory allocation tracking.  Will harm performance. Use for debugging memory leaks. Requires restart.
	"debugNativeMemoryAllocation": false,
	// Uses slower and safer memory allocation method for GL buffers.  Use only if having problems. Requires restart.
	"safeNativeMemoryAllocation": false,
	// Output performance trace data to log. Will have significant performance impact. Requires restart.
	"enablePerformanceTrace": false,
	// Output periodic snapshots of terrain occlusion raster. Will have performance impact.
	"debugOcclusionRaster": false,
	// Render active occlusion boxes of targeted render region. Will have performance impact and looks strange.
	"debugOcclusionBoxes": false,
	// Log various region/occluder tests and status changes. Highly verbose and WILL spam the log. Requires restart.
	"traceOcclusionOutcomes": false,
	// Log clipping or other non-critical failures detected by terrain occluder. May spam the log.
	"traceOcclusionEdgeCases": false,
	// Log uniforms not found in shaders. Sometimes useful for shader debug. Will spam the log.
	"logMissingUniforms": false,
	// Log render material states and vanilla RenderLayer mapping. Useful for material debug and pack makers. Will spam the log.
	"logMaterials": false,
	// Log information on render lag spikes - when they happen and where. Will spam the log.
	"logRenderLagSpikes": false,
	// Approximate target FPS when logRenderLagSpikes is enabled. If elapsed time exceeds an entire frame, a spike is logged. 30-120
	"renderLagSpikeFps": 30
}