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Config Options
In Fabric version, you can access the config GUI via the mod menu (this mod has mod menu bundled in). The config file is /config/immersive_portals_fabric.json
. In Forge version, the config file is /config/immersive_portals-client.toml
and /config/immersive_portals-common.toml
.
When you are nearby a portal, the FPS may drop due to these reasons:
- Portal rendering. If the portal is invisible in the view (for example hidden by a wall) then it won't be rendered. Rendering a portal is roughly equivalent to rendering the whole world inside the portal again.
- Client lighting updates. Some remote light updates happen upon chunk data retrieval and some light updates happen upon portal rendering. The light updates may cause lag spikes.
- More chunk mesh rebuild. This mod tries not to build any remote chunk in the render thread during portal rendering. But rebuilding the chunks that are viewed through portals sometimes still costs performance.
- More frequent GC due to loading more chunks. Approaching a portal loads more chunks and entities which consumes more RAM and may increase GC frequency thus creating more lag spikes.
If enabled, fewer chunks will be rendered inside the portal thus increase the FPS. And the faraway portals won't be rendered.
Specifies the maximum portal-in-portal rendering layer.
When rendering infinite mirror room or world wrapping portals, the FPS may go very low because it renders too many portals in portals.
Turning down the max portal layer can save your FPS.
If it's 0, you can see the portal view area but the world inside the portal won't be rendered.
When FPS drops because of rendering too many portals, 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 that's enabled then you will not be lag-attacked by a mirror room.
The maximum amount of portals that can be rendered in one frame.
If a player is close to a portal, then the chunks on the other side will be loaded and ticked. The chunks near the player are directly loaded. The chunks that are only visible through the portal are remotely (indirectly) loaded chunks. The chunk loading radius of a portal is determined by the player's distance to the portal.
Player distance to portal | Portal chunk loading radius |
---|---|
0 ~ 5 | The same as the server loading distance |
5 ~ 15 | Two thirds of the server loading distance |
15 ~ 48 | One third of the server loading distance |
> 48 | 0 |
Global portals are different. The global portal's loading distance is serverLoadingDistance - (playerDistanceToPortal / 16)
Not only the portals that near the player load chunks, a chunk-loading portal can make its nearby portal (within 16 blocks) to also become chunk loading portals. The indirect chunk loading radius is one fourth of the server loading distance.
Reducing the extra chunks loaded can increase server performance.
If this is turned off, remote chunks will not be ticked. Redstone and entities will not move in remote chunks. Turning this off increases server performance. (If this is disabled, nether portal linking may not work normally.)
Defines the maximum loading radius of indirect chunk loading through portals. Turning it down means that fewer chunks will be loaded when a player approaches a portal thus increase server performance.
The loading radius cap of global portals is twice this value.
If it's enabled, the portal rendering algorithm that avoids using the stencil buffer will be used and portal-in-portal cannot be rendered. If you see portals through walls with OptiFine shaders enabled then you should enable this option.
If disabled, you cannot see yourself in portals. But other players will still be rendered.
If enabled, the glass texture on mirrors will not be rendered.
If disabled, the entities that are touching a portal will look clipped. However, sometimes cross portal entity rendering may cause rendering issues.
Used for debugging.
If disabled, the alternate dimensions won't be loaded. (All portals pointing to alternate dimensions will vanish.)
If enabled, the newly generated nether portals will have vanilla nether portal texture overlay (with opacity 0.5).
Won't affect existing nether portals.
Horizontal nether portals won't have this overlay because the vanilla nether portal block does not have the horizontal variant.
https://github.com/qouteall/ImmersivePortalsMod/wiki/Miscellaneous#hand-reach-tweak)
Used for debugging.
The range that the existing portal frame is being searched in when lighting a nether portal (or datapack custom portal).