# FL285 Flywheel backend. Changes require a game restart. [backend] # Default: False. Cull ordinary Flywheel visuals against shadow depth. Requires pack mapping and permission. visual-shadow-hi-z = "Default" # Default: True. Use NVIDIA mesh shaders for compatible visual programs. Requires Iris and a game restart. mesh-shaders = "Default" # Item rendering acceleration. Changes require a game restart. [item-rendering] # Default: True. Gates all item acceleration mixins and runtime work. enabled = "Default" # Default: True. Resolve supported standard World render types without list allocation. standard-world-pass = "Default" # Default: True. Defer supported third-person item transforms to the GPU. gpu-camera-transforms = "Default" # Default: True. Cull captured items against a Hi-Z pyramid of the frame's depth. Off removes the per-frame pyramid build it asks for, and draws every captured item instead. hi-z = "Default" # Default: False. Cull captured items in the sun's pass as well. Needs a pack that declares its shadow clip-space mapping. shadow-hi-z = "Default" # Default: 268435456. Total World batch backing budget in bytes. world-buffer-bytes = 268435456 # Temporal GPU Hi-Z culling for supported ordinary entities. Changes require a game restart. [entity-culling] # Default: True. enabled = "Default" # Default: True. Allow supported block entity renderers to enter temporal culling. block-entities = "Default" # Default: True. Prewarm bounded CPU occlusion evidence just outside the main frustum. cpu-hybrid = "Default" # Temporal GPU Hi-Z culling for block-entity pages. Changes require a game restart. [block-entity-culling] # Default: False. Let the sun's block-entity page stream cull as well. Needs the same pack mapping as the item route. shadow-hi-z = "Default" # Skip client block-entity ticks that cannot be seen. Changes require a game restart. [block-entity-ticks] # Default: True. Gates the tick filter and the view it judges against. enabled = "Default" # Block-entity type ids skipped whenever they are invisible. d0 = ["create:gantry_shaft", "create:basin", "create:spout", "create:item_drain", "create:fluid_pipe", "create:encased_fluid_pipe", "create:smart_fluid_pipe", "create:glass_fluid_pipe", "create:andesite_tunnel", "create:contraption_controls", "create:sliding_door", "create:analog_lever", "create:desk_bell", "create:pulse_extender", "create:pulse_repeater", "create:pulse_timer", "create:display_link", "create:redstone_link", "create:nixie_tube", "create:peculiar_bell", "create:cursed_bell", "create:lectern_controller"] # Block-entity type ids skipped only when invisible and more than 16 blocks from the camera. d16 = ["create:simple_kinetic", "create:encased_shaft", "create:encased_cogwheel", "create:encased_large_cogwheel", "create:gearbox", "create:clutch", "create:gearshift", "create:adjustable_chain_gearshift", "create:sequenced_gearshift", "create:rotation_speed_controller", "create:motor", "create:turntable", "create:water_wheel", "create:large_water_wheel", "create:mechanical_pump", "create:hand_crank", "create:valve_handle", "create:speedometer", "create:stressometer", "create:millstone", "create:crushing_wheel", "create:crushing_wheel_controller", "create:mechanical_press", "create:mechanical_mixer", "create:mechanical_crafter", "create:blaze_heater", "create:mechanical_arm", "create:deployer", "create:drill", "create:encased_fan", "create:nozzle", "create:chute", "create:smart_chute", "create:depot", "create:funnel", "create:package_postbox", "create:packager", "create:repackager", "create:weighted_ejector", "create:toolbox", "create:clipboard"] # Distance level of detail for Sodium leaves. Changes require a game restart. [leaves] # Default: True. Draw leaves beyond the near radius as solid outer shells. Requires Sodium. lod = "Default" # Default: 3. Section radius around the camera that keeps fancy cutout leaves. At most 16. near-sections = 4 # Default: 0.4. Brightness (0 to 1, linear) of the leaf texture's mean colour painted into its holes for far shells. Lower is darker. hole-brightness = 0.4