If this config value is x, the actual scale limit is 1/2x to x. The scale limit only applies when one entity go through a portal. Having too small scale will make the entity nearly invisible. (The scale is from Pehkui open in new window) Having too big scale will lag the server's collision calculation. If the entity's scale is too small or too big after crossing the portal, its scale will be reset. If enabled, the nether portals will have vanilla nether portal texture overlay. If disabled, the alternate dimensions won't be loaded, and all portals pointing to alternate dimensions will vanish. If enabled, when you are crouching, flint and steel lights vanilla nether portal. See also # Light Vanilla Nether Portal When Crouching # Other Server-Side Configurations # Nether Portal Mode However, sometimes cross portal entity rendering may cause rendering issues. If disabled, the entities that are touching a portal will look clipped. If enabled, the glass texture on mirrors will not be rendered. But other players will still be rendered. If disabled, you cannot see yourself in portals. If you see portals through walls with (Iris) shaders enabled then you should enable this option. If it's enabled, the portal rendering algorithm that avoids using the stencil buffer will be used and portal-in-portal cannot be rendered. # Other Client-Side Configurations # Compatibility Render Mode The loading radius cap of global portals is twice this value. Turning it down means that fewer chunks will be loaded when a player approaches a portal thus increase server performance. # Indirect Loading Radius Capĭefines the maximum loading radius of indirect chunk loading through portals. Two-layer indirect loading means the portals near the one-layer loading portal's destination can also load chunks. One-layer indirect loading means portals nearby a player can load chunks. This mod has one-layer indirect loading and two-layer indirect loading. The chunk loading radius of a portal is determined by the player's distance to the portal. If a player is close to a portal, then the chunks on the other side will be loaded and ticked. The maximum amount of portals that can be rendered in one frame. When FPS drops because of rendering too many portals (for example, a mirror room), it will enter "lag attack proof" mode and only render one layer of portals and only render near portals which helps you recover from the lag. If it's 0, you can see the portal view area but the world inside the portal won't be rendered. If you set that value to 1, then it won't render any portal inside a portal. When rendering infinite mirror room or world wrapping portals, the FPS may go very low because it renders too many portals in portals. Specifies the maximum portal-in-portal rendering layer. This mod's latest version can automatically reduce the chunks rendered through portal when client FPS is low. Approaching a portal loads more chunks and entities which consumes more RAM and may increase GC frequency thus creating more lag spikes. More frequent GC due to loading more chunks.But rebuilding the chunks that are viewed through portals sometimes still costs performance. This mod tries not to build any remote chunk in the render thread during portal rendering. Some remote light updates happen upon chunk data retrieval and some light updates happen upon portal rendering. Rendering a portal is roughly equivalent to rendering the whole world inside the portal again. If the portal is invisible in the view (for example hidden by a wall) then it won't be rendered. When you are nearby a portal, the FPS may drop due to these reasons: The config file is /config/immersive_portals.json (the config file includes both client and server configs). You can also access the config GUI by using command /imm_ptl_client_debug config in game (this does not require the mod menu). In Fabric version, you can access the config GUI via the mod menu (mod menu is provided by a mod, you need to manually install it). We’ve also got a section at the end for some stellar Minecraft Bedrock seeds too.# Config Options # How to Access the Config Our notes on each seed will put you on track for success, whether you're checking out landscapes to start a mega-build or just want to beat me out for the perfect screenshot. This list of the best Minecraft seeds has a collage of the finest things that Minecraft's infinite worlds show off, and for your convenience we've gone ahead and organized them into categories: survival, biome, village, and novelty. With any luck, there will be another biome added to our exploration rolodex as well. The dizzying array of options is only getting deeper, especially now that we know Minecraft 1.21 is on the horizon with additions like the armadillo and Breeze, brand new varieties of copper and tuff blocks, a crafter redstone block, and more. Ever since the 1.18 changes to the landscape, Minecraft has pushed my screenshot photojournalism to new heights.
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