diff --git a/config/DistantHorizons.toml b/config/DistantHorizons.toml index c9414dc..95e8e36 100644 --- a/config/DistantHorizons.toml +++ b/config/DistantHorizons.toml @@ -129,7 +129,7 @@ optionsButton = true # # The maximum value is the number of logical processors on your CPU. # - numberOfBufferBuilderThreads = 2 + numberOfBufferBuilderThreads = 4 # How many threads should be used when generating fake # chunks outside the normal render distance? # @@ -144,7 +144,7 @@ optionsButton = true # so if they add up to more threads than your CPU has cores, # that shouldn't cause an issue. # - numberOfWorldGenerationThreads = 4.0 + numberOfWorldGenerationThreads = 8.0 [client.graphics] @@ -200,10 +200,10 @@ optionsButton = true # EXPONENTIAL: 1/(e^(distance*density)) # EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2) # - farFogType = "EXPONENTIAL_SQUARED" + farFogType = "EXPONENTIAL" # What is the fog density? # - farFogDensity = 2.5 + farFogDensity = 5.0 # Where should the far fog end? # # '0.0': Fog end at player's position. @@ -360,7 +360,7 @@ optionsButton = true # NOTE: Due to current limitations, the min value is 50 # and the max value is 5000. Any values outside this range # will be set to 0(disabled). - earthCurveRatio = 0 + earthCurveRatio = 500 [client.graphics.quality] # This determines how lod level drop off will be done. @@ -395,7 +395,7 @@ optionsButton = true lodBiomeBlending = 1 # The radius of the mod's render distance. (measured in chunks) # - lodChunkRenderDistance = 128 + lodChunkRenderDistance = 256 # This indicates how detailed fake chunks will represent # overhangs, caves, floating islands, ect. # Higher options will make the world more accurate, but will increase memory and GPU usage.