docs(perf): add owner report, run-3 results and player tuning notes
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@@ -49,7 +49,8 @@ extra in multiplayer. Distant Horizons draws everything beyond that.
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## 2. Java memory and garbage collector (Prism → Edit Instance → Settings → Java)
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Use **Java 21** (Temurin 21 recommended). More memory is *not* faster: a bigger heap makes
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each GC pause longer.
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each GC pause longer. Bench (B4h): **5 GB is enough; 4 GB is measurably worse** (tour 1 % low
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−23 fps); 6 and 8 GB were no faster than 5. Don't go below 5 GB on any machine.
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| Your machine | Max memory (`-Xmx`) | Min memory |
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| --- | --- | --- |
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@@ -82,8 +83,10 @@ Don't add `-XX:+AlwaysPreTouch` on the Deck or on low-RAM PCs. Don't copy
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*Pending the owner's shader policy. Interim advice:* **shaders off** is the pack default.
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They cost more in this pack than usual:
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- With any shaderpack on, **Create's GPU renderer (Flywheel) switches off**, so every
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rotating shaft and machine is drawn the slow way, and drawn again for shadows.
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- On its own, Flywheel (Create's GPU renderer) **switches off when any shaderpack is on**.
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The pack now ships **Iris Flywheel Compat**, which keeps it working under shaders (bench:
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Create floor p99 13.3 → 4.0 ms with MakeUp). It's unofficial, so it may lag behind
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Create/Iris updates; if Create machines render wrong with shaders, report it.
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- Shader **shadows corrupt airships** (Sable sub-levels; Iris issue #3164).
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- Distant Horizons adds a shadow pass over all its terrain.
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