some fog tweaks, increased DH distance

This commit is contained in:
krumel
2022-05-28 18:07:07 +02:00
parent a3165783b4
commit d6514349c2

View File

@ -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.