Everything the next agent needs to run the Phase 2 optimisation loop on a machine that can launch the client: - analysis/client-perf/: LEVERS (ranked levers + corrections), BENCH-MATRIX (world, scenes, config IDs, blocks B0-B14 with decision rules), PLAYER-TUNING, SPAWN-TUNING, research briefs, the jar scanner and its output, observed default configs, and proposed-configs/ (build.py generates tiers and bench variants and fails on unknown keys; apply_variant.py applies a variant and merges options.txt). - analysis/client-perf/bench/onion-bench/: bench-world datapack (scene teleports, Create grid, mob pen, sound storm, 120 s teleport tour). - analysis/audit/: the static recipe/dependency audit, including gen_fixes.py, which generates the shipped Paxi datapack and was never tracked. - phase0/: per-machine measurement harness (Steam Deck, 7700K/1060, 6700K/1080 Ti). - .pi/journal.md: running work log; read it first. All of it is packwizignored, so nothing here ships to players.
32 KiB
Research: Effects / audio / HUD & GUI / "flavour" client mods — frame time, tick time, RAM/VRAM, startup cost (MC 1.21.1 NeoForge, Onion MC)
Summary
Most of this category is cheap at idle: the mods with real, recurring cost are Sound Physics Remastered (CPU raytracing per sound, + a cloned-chunk cache for RAM), WATUT (network + CPU rendering other players' GUIs, with a known dynamic-GUI breakage when Twilight Forest is installed), Twilight Forest's client effects (Aurora shader, cloud precipitation — both have config toggles), Alex's Caves' biome fog/lighting overrides (documented "may conflict with shaders"; community key biome_ambient_light_coloring to disable), Perception's chromatic-aberration post pass (fires on explosions/warden sounds) and Immersion Paintings/Exposure (texture/VRAM + capture-time hitches). Everything else (tooltips, plaques, titles, Ping Wheel, Sooty Chimneys, Inventory Particles, Controlify) is event-driven HUD/particle work that only costs when visible — keep, don't tune. Fusion + Athena both being loaded means two CTM/model engines initialized at startup; at least one is a candidate for removal depending on which resourcepacks the pack actually ships.
Findings
1. Sound Physics Remastered 1.5.1 — the biggest CPU lever in this category (VERIFIED, config source)
All keys below read from SoundPhysicsConfig.java on the repo's 1.21.1 branch (same file/keys as the pinned 1.5.1 line):
SoundPhysicsConfig.java (branch 1.21.1)
Key (file sound-physics-remastered.toml) |
Default | Note |
|---|---|---|
environment_evaluation_ray_count |
32 (range 8–64) | Config comment: "Decrease this value if you experience lag spikes when sounds play" |
environment_evaluation_ray_bounces |
4 (range 2–64) | Same comment — reverb bounces per sound |
max_occlusion_rays |
16 (range 1–128) | occlusion ray count per sound |
strict_occlusion |
false | if true, occlusion uses 1 path instead of 9 — big CPU cut, slight accuracy loss |
sound_direction_evaluation |
true | reflection-based stereo redirection |
evaluate_ambient_sounds |
false | cave/nether/underwater ambients are NOT processed by default (good for the AmbientSounds stack) |
update_moving_sounds / sound_update_interval |
false / 5 | re-evaluation of discs/long sounds; interval comment: "Lower values ... more lag" |
max_sound_processing_distance |
512 | sounds beyond this are not processed |
unsafe_level_access |
false | if true, disables the level clone & cache (falls back to main-thread access — slower but no clone memory) |
level_clone_range / level_clone_max_retain_ticks / level_clone_max_retain_block_distance |
4 / 20 / 16 | size and lifetime of the cloned-chunk cache (RAM lever) |
- There is also a per-sound rate config (a generated properties file listing every registered sound event). Verified from
SoundRateConfig.java: values are "Max sounds per tick. Set to '-1' for unlimited, '0' to disable sound physics for that sound, >=1 to cap" with the stated purpose "can help prevent lag when some mod or mechanism produces hundreds of sounds per tick"; rain, rain-above, thunder and goat horns are disabled (0) by default. SoundRateConfig.java — this is the right lever for noisy Create/mob-farm sounds. - Cost model: per-sound CPU raytracing (threaded,
TaskProfiler/performance_loggingexists to measure it — VERIFIED keyperformance_logging). Cost scales with number of simultaneous sounds, so a Create factory floor or mob farm is the worst case. SoundPhysics.java / profiling package - Fork README documents a 10× sound-processing improvement over original Sound Physics (context for "it's already optimized"). README
- Recommendation: keep + tune. Lower
environment_evaluation_ray_count→ 16 andray_bounces→ 2–3, enablestrict_occlusion, and cap the noisiest modded sounds in the sound-rates file. Helps P2 (CPU) and P0 (4C Zen2) most. Low risk, easily reversible.
2. AmbientSounds 6.3.8 (CreativeMD) — audio streaming & mixing, client-side (DOCUMENTED)
- Client-side mod, requires CreativeCore; config via
/cmdclientconfig;/ambient-debugshows which sounds are playing. Modrinth - Changelog shows features are per-biome/dimension "engines" with spawn conditions (e.g., "silent dimension configuration", min-count fixes for grass/ice/rock/sand features). CurseForge changelog
- Cost: memory for its sound library/streamed buffers + audio mixing; essentially no render cost. Community reports of lag are rare/anecdotal (COMMUNITY).
- Recommendation: keep. If RAM-tight on P2, reducing played sound density via its config is the lever (no specific key verified — do not guess; check
/cmdclientconfigin-game).
3. Subtle Effects 1.14.3 — particle floods, but ships its own mitigations (DOCUMENTED)
- "All features can be disabled in the config menu"; documented config sections:
Entities/Dust Clouds(dust clouds) andItems/Item Rarity→Particle Display Type=OFF(item rarity dots). Modrinth FAQ / Wiki Home - Built-in particle culling and particle render distance (Modrinth description) — the mod already culls its own particles. Modrinth
- Feature list (fireflies, pollen, sculk dust, slimes/slime trails, spark sources on torches/campfires/furnaces, replacing vanilla smoke/steam) is large but each is individually toggleable: Wiki: Particles
- Known incompatibility to watch: fires off
Particlesvideo setting (features silently stop if particle setting = minimal). Coexists with other particle mods per FAQ. Modrinth FAQ - Recommendation: keep + tune on P0/P1. Dust clouds + fireflies + item rarity dots are the highest-volume effects; turn off per section if 800p Deck GPU or fill-rate-bound P1 dips. Low risk.
4. Perception 0.2.1 (+ OctoLib) — trails + screen shake + a real post-effect (VERIFIED config; issues)
- Source (branch 1.21.1) has three modules:
trail,shake,chromatic_aberration. Chromatic aberration is a fullscreen post-effect triggered by loud sounds (explosions, warden, dragon, wither...) with per-soundduration/strength; trails are a per-entity map (entityTrails,particleTrails) that includesminecraft:experience_orb, arrows, allay, vex, phantom etc. Config keys verified: ChromaticAberrationConfig.java, TrailConfig.java, module tree - Known bug (fixed line): 0.1.0.2 changelog — "Fixed FPS leak with arrows stuck in player model", "Fixed render conditions of particle trails". Pinned 0.2.1 postdates this. Modrinth version notes
- Cost: trails = extra particles per moving entity (XP orbs in a Create mob/XP farm are the realistic burst case); CA = one post pass during effect duration; shake = cheap matrix offset.
- Recommendation: keep + trim
entityTrails(at minimumexperience_orb) via config map if farms are common. Helps P0/P2. Low risk.
5. Inventory Particles — GUI-only particle decor (DOCUMENTED, cost INFERENCE)
- Client-side, data-driven particles attached to items in inventory screens (physics fully configurable via datapack). CurseForge / Modrinth
- Cost only while a container/inventory screen is open; scales with how many items have particle definitions. INFERENCE: negligible for frame time; slight VRAM for particle textures.
- Recommendation: keep.
6. Sooty Chimneys — per-chimney smoke particles (DOCUMENTED)
- Adds chimneys that emit smoke particles; soot accumulates over time. By mortuusars. Modrinth
- Cost: only where players place chimneys; smoke is the heaviest vanilla-style particle family but counts here are tiny. INFERENCE: negligible.
- Recommendation: keep.
7. WATUT 1.2.7 — real network + CPU cost; known breakage with Twilight Forest (VERIFIED config + issue tracker)
- Config keys verified from source (
ConfigClient.java, filewatut-client):sendMouseInfo,sendTypingSpeed,sendActiveGui,sendIdleState,showPlayerAnimations,showPlayerAnimation_Typing/_Idle/_Gui,showPlayerActiveNonChatGui,showPlayerActiveChatGui,particleSizeScale,tickReceiveAndRenderRateOfGUIUpdates(default 10 = GUI image of other players refreshed 2×/s; you can only increase it),dontSendDetailedGUIInfo,dontSendItemInfo. ConfigClient.java - v1.2.7 commit: "Workaround flickering issue ... set default to not constantly update GUI" — the default GUI-refresh behavior was already identified as costly. commit 71342de
- Known bug, directly relevant: issue #106 — WATUT dynamic GUIs fail to render in a 1.21.1 large modpack, with Twilight Forest 4.8.3281 among the triggering mods (also Cold Sweat, Dungeons Delight, Vista). Our pack has TF 4.8.3345. Issue #106
- Cost: per-player NBT packets of screen state (client↔server) network package, then the client re-renders other players' GUIs via a custom particle/screen renderer (ScreenParticleRenderer, PlayerStatusManagerClient). With ~10 friends, several AFK-in-inventory, this is continuous but small; the arm/head animations are model-side (cheap).
- Recommendation: keep (it's a social mod for a friends' server) + tune. If the TF GUI-rendering bug bites (visual, not perf), the fallback is
dontSendDetailedGUIInfo=true. Helps P2 (CPU) and server bandwidth. Low risk.
8. Traveler's Titles — overlay text on biome/dimension entry (DOCUMENTED)
- Fully client-side; customizable text size/color/duration; biome & dimension blacklists; optional custom sounds per biome/dimension entry. Modrinth
- Cost: transient overlay + a sound on biome change. INFERENCE: negligible.
- Recommendation: keep.
9. Legendary Tooltips 1.5.5 / Advancement Plaques / Held Item Tooltips / Items Displayed — tooltip & toast dressing (DOCUMENTED, cost INFERENCE)
- Legendary Tooltips: client-side, up to 16 custom borders selected by item/mod/tag/rarity/name-color/NBT; adds shadows, centered names, 3D item previews in tooltips; requires Iceberg (+Prism). Modrinth, config wiki
- Advancement Plaques: client-side (Forge/NeoForge variant needs server only for its custom sounds, which can be disabled in config); plaque position/type configurable. Modrinth
- Cost: rendering cost only while a tooltip/plaque is visible; the "3D item preview" tooltip option is the only notably heavier feature (renders an item model inside the tooltip). INFERENCE: negligible in normal play.
- Recommendation: keep. If tooltip-heavy screens (JEI!) show hitches on P2, disable 3D previews in Legendary Tooltips config first.
10. Emojiful 5.2.4 — font/atlas hooks, worst history of this group (DOCUMENTED issues)
- Hooks font rendering to inject emoji glyphs (incl. animated); supports datapack emoji; client+server. Modrinth
- Known bugs: game freeze when an emoji renders (Cottage Witch pack, older version) Issue #98; breaks chat text output (e.g.,
/spark tpsgarbled) FTB #3886; unreadable Patchouli text FTB #5495; rendering breaks with "When Was That Again" Issue #15. - Cost: animated GIF emojis add texture atlas memory/upload churn (VRAM) — INFERENCE; frame cost otherwise only when emoji render in chat/signs. INFERENCE.
- Recommendation: candidate for removal (flavour mod with freeze/chat-corruption history, near-zero gameplay value); at minimum pin the 1.21.1 line and disable animated emoji packs. Small startup + VRAM win for P1/P2. Low risk if the group agrees.
11. Exposure 1.9.18 — camera rendering is a real, but occasional, hitch (VERIFIED changelog)
- Pinned 1.9.18 still contains the "preload" that exists "to reduce the lag spike when camera is first used after launch"; 1.9.19 removed it. Recommend updating to ≥1.9.19 to delete that startup/first-use spike. CHANGELOG.md (1.21.1)
- With Iris installed, photo capture uses the direct capture path ("due to technical limitation"), i.e. the world is re-rendered through the viewfinder; background capture (1.8.0+) is skipped. DH+Iris also forces direct capture (1.9.7). So taking a photo = one extra full render pass → visible hitch on P0/P1. CHANGELOG.md
- Veil interplay: 1.9.4 removed
effectivefrom the background-capture allowlist and addedveilto the mods that force direct capture because "it's the one that causes issues" — our pack runs Veil (via Lodestone/irisveil stack). CHANGELOG.md - Photos in frames = image textures (small, mipmaped since 1.8.0). Photograph-in-item-frame rendering is off by default.
- Recommendation: keep, bump to 1.9.19+; cost is opt-in (only while photographing). Low risk.
12. Immersive Paintings — LoD + streaming by design; config exists (VERIFIED config wiki)
- Officially: "Using smart level of details, caching and lazy streaming of data the performance impact is not noticeable." Modrinth
- Config (documented):
thumbnailSize=128,lodResolutionMinimum=32, LoD thresholdshalfResolutionThreshold=2.0,quarterResolutionThreshold=4.0,eighthResolutionThreshold=8.0, bandwidthmaxPacketsPerSecond=20/packetSize=64KB, upload capsmaxUserImageWidth/Height=4096,maxUserImages=1000,testIfSpaceEmpty=false,showOtherPlayersPaintings=true. Config wiki - Cost: VRAM scales with number of large custom paintings actually loaded in view (LoD halves resolution progressively); disk cache for uploads. For P1 (6GB VRAM) lower
maxUserImages/thumbnailSizeif friends upload big art. INFERENCE on exact VRAM numbers. - Recommendation: keep + cap uploads. Low risk.
13. Controlify 3.0.1 — input mod; historical FPS bug fixed upstream (DOCUMENTED)
- 2.0.3 changelog: "Drastically improved the performance of the on-screen keyboard — There is zero performance impact anymore. It used to decrease FPS by 8x (lol)"; also "Fix extreme FPS drops when using the on-screen keyboard" (2.0.0-beta.14). CurseForge 2.0.3 / Modrinth
- Actively supported on 1.21.1 NeoForge. CurseForge
- Recommendation: keep (Deck/controller users). No open perf issue found for 3.x (INFERENCE).
14. Ping Wheel — tiny HUD/network mod (DOCUMENTED)
- Client+server ping markers; config via
/pingwheel config; optional item icons on markers. Modrinth - Cost: a few billboard quads + small packets. INFERENCE: negligible.
- Recommendation: keep.
15. Alex's Caves 2.0.10 — biome fog/lighting overrides vs shaders; known lag reports (COMMUNITY + issue tracker)
- Known heavy cases: "immense lag when inside toxic caves" (65–80 → ~40 FPS) Issue #760; FPS drops looking at raycats/irritated mobs Issue #616.
- The community-maintained "Iris Caves" patch mod exists specifically to fix Alex's Caves cave-fog vs shaderpack conflicts (lists Complementary-family patches; notes MakeUp Ultra Fast "isn't supported at all: it has no single cave-fog color to hook" — relevant since MUF 9.5f is in our pack; supports 1.21.1 NeoForge + Iris). Iris Caves on CurseForge
- Community-quoted
alexscaves-client.tomlkeys:biome_sky_overrides,biome_sky_fog_overrides(both with in-file comment "May conflict with shaders") andbiome_ambient_light_coloring(recommended to disable for DH/visual issues). Keys as quoted from the shipped config file — treat exact names as COMMUNITY-verified until opened in-game. r/feedthebeast: AC conflicting with shaders, DH problems thread - Recommendation: keep + tune — with Complementary Reimagined, expect AC cave-biome fog/lighting glitches (documented by the existence of Iris Caves and the AC-shaders threads); consider disabling
biome_ambient_light_coloring/sky overrides for shader users; investigate the toxic-caves lag with spark if players visit AC often. Helps P0/P1 (GPU/shader) most. Low risk.
16. Twilight Forest 4.8.3345 — sky/Aurora/weather effects have config toggles (VERIFIED via official wiki)
twilightforest-client.toml:auroraBiomes(default["twilightforest:glacier"]; set[]to disable the Aurora shader entirely),cloudBlockPrecipitationDistance(client, default-1= follow common;0disables cloud precipitation rendering),silentCicadas. Common configcloudBlockPrecipitationDistance(default 32) — "Lower if experiencing low tick rate". TF Wiki: Configuration- Aurora shader history: added for Glacier with configurable biomes; a crash fix mentions "Aurora Shader ... not being registered properly" TF changelog
- Known shader conflict: TF's custom skybox conflicts with major shaderpacks (e.g. Complementary Reimagined) causing "glaring visual distortion"; the community "Disable Twilight Forest Skybox" datapack (works 1.16.5→1.21.x) removes the skybox so shaders work properly in the dimension. CurseForge datapack; same class of issue tracked as TF issue #854 (older, OptiFine-era).
- Also relevant from §7: WATUT's dynamic GUIs break when TF is installed (WATUT #106).
- Recommendation: keep (core content) + tune: if the group plays TF with shaders, ship the skybox-disable datapack (or accept the artifact); set
cloudBlockPrecipitationDistance: 0on weak clients;auroraBiomes=[]only if Glacier runs badly with shaders. Helps all machines in the TF dimension; P0/P1 GPU. Low risk.
17. Fusion 1.3.15b + Athena 4.0.6 — two CTM engines loaded at once (VERIFIED existence/claims; cost INFERENCE)
- Athena (CTM 4.0.6 line): "cross-platform baked model loader that features built-in support for connected textures ... unique baked models for each type to ensure optimal performance"; its CTM is designed to "minimize unnecessary calculations". CurseForge. Chipped's connected textures require Athena (community). Reddit r/feedthebeast
- Fusion: resourcepack library providing connected textures + custom entity models. Modpack Index page
- Verified Fusion perf bug pattern: a 1.3.x changelog entry — "Fixed performance issues when resolving custom texture tinting with Sodium installed" — i.e., Fusion has had Sodium-interaction hot spots worth keeping current on. Fusion changelog (Modrinth)
- Cost of running both: each engine registers its own model-baking/CTM hooks; both are exercised only by resourcepacks that target their respective formats. Startup time + heap for double registration is the certain cost; runtime chunk-meshing cost depends on which packs are actually enabled (Better Leaves & MT-CT-style packs ship Fusion and/or Athena variants). MT-CT notes "CTM and Athena Compat did exist at the start but are Deprecated" — i.e., pack-side support for a single engine is the norm. MT-CT on Modrinth
- Recommendation: audit, then drop one if possible. Determine which shipped resourcepacks actually need Fusion vs Athena; if everything the pack ships is Fusion-format (or Athena-format), remove the other engine → startup + heap win (matters for P2's 8GB free RAM), zero visual change. Medium confidence the pack needs both today (Chipped→Athena is the usual blocker).
18. Lodestone 1.8.2 / Veil — post-processing only when triggered (DOCUMENTED)
- Veil (FoundryMC) is the rendering library under Lodestone's 1.8.x stack: custom post-processing pipeline, shader injection, bone-animated models. Veil README (branch 1.21)
- Lodestone: library for Lodestar team mods — shaders, screenshake, utilities. 9Minecraft summary (secondary source; treat as description)
- Cost: post chains cost frame time only while an effect is active; presence of Veil also changes behavior of other mods (see Exposure §11: Veil forces Exposure's direct-capture path). Veil+Iris compat is what irisveil 0.3.0 provides in this pack.
- Recommendation: keep (dependency of the Create-adjacent stack); measure once with spark whether any Veil post chain runs continuously in normal play. Open question below.
Fleet notes
| Mod | P0 Deck (iGPU, 800p) | P1 (VRAM-bound 1060) | P2 (CPU/heap-bound) |
|---|---|---|---|
| SPR raytrace | Med (CPU spikes) | Low | High |
| SPR level-clone cache | Low | Low | Med (heap) |
| WATUT GUI streams | Low-Med | Low | Med (CPU+net) |
| Subtle Effects / Perception trails | Med (fill-rate/particles) | Med | Low-Med |
| Perception chromatic aberration | Med (post pass) | Med | Low |
| AC biome fog/shader overrides | Med-High | Med-High | Low |
| TF Aurora + cloud precip + skybox×shaders | Med | Med | Low |
| Immersive Paintings textures | Low | Med (VRAM) | Low (heap) |
| Exposure capture hitch | High (during use) | High (during use) | Low |
| Emojiful animated emoji | Low | Low-Med (VRAM) | Low (startup) |
| Fusion+Athena double engine | Startup | Startup | Startup/heap |
| Tooltips/plaques/titles/pings/chimneys/inv-particles | Negligible | Negligible | Negligible |
Sources
- Kept (primary): henkelmax/sound-physics-remastered
1.21.1branch —SoundPhysicsConfig.java,SoundRateConfig.java, README (config keys, defaults, per-sound rates, level-clone cache). - Kept (primary): Corosauce/WATUT branch 1.21.0 —
ConfigClient.java, commit 71342de, issue #106 (TF conflict), client screen renderer sources. - Kept (primary): Octo-Studios/perception branch 1.21.1 —
ChromaticAberrationConfig.java,TrailConfig.java, module tree; Modrinth 0.1.0.2 notes (FPS leak fix). - Kept (primary): mortuusars/Exposure branch 1.21.1
CHANGELOG.md(capture paths, Iris/DH/Veil interactions, preload removal in 1.9.19). - Kept (primary): Luke100000/ImmersivePaintings wiki/Config + Modrinth description (LoD/caching/streaming).
- Kept (primary/official wiki): benimatic.com TF Wiki Configuration (
auroraBiomes,cloudBlockPrecipitationDistance, client config list) + TF Change Log (Aurora shader). - Kept (primary): MincraftEinstein/SubtleEffects wiki + Modrinth (per-feature toggles, particle culling/render distance, config sections).
- Kept (primary): CreativeMD/AmbientSounds repo + Modrinth (client-side,
/cmdclientconfig); CreativeMD/AmbientSounds is the source repo. - Kept (primary): FoundryMC/Veil README (post-processing pipeline); AHilyard LegendaryTooltips & AdvancementPlaques Modrinth pages; LukenSkyne Ping Wheel Modrinth; LopyTwich Inventory Particles CurseForge; Sooty Chimneys Modrinth; YUNG Travelers Titles Modrinth; isXander/CurseForge Controlify changelogs; Athena CurseForge description; Fusion Modrinth changelog; Iris Caves CurseForge page; "Disable TF Skybox" datapack page.
- Dropped: minecrafthub.io / feed-the-mods / 9minecraft / mcfuns / minecraftbible / tlauncher / craftymania — SEO mirrors with no unique verified facts.
- Dropped: Reddit threads except the two quoting actual
alexscaves-client.tomlcontents (kept as COMMUNITY evidence of key names).
Gaps
- AmbientSounds concrete config keys (density/feature toggles) not pulled from source — repo is CreativeMD/AmbientSounds (branch
1.21), config is GUI-driven (/cmdclientconfig); verify in-game rather than trusting names from memory. - Subtle Effects 1.14.3 exact TOML keys: config is Fzzy-Config GUI sections (
Entities/Dust Clouds,Items/Item Rarity → Particle Display Typedocumented), but per-effect key names in the file were not read from source for the pinned 1.21.1 build. - alexscaves-client.toml key names come from community quotes of the generated file, not from AC source; verify by opening the shipped config once.
- Fusion 1.3.15b-specific changelog wasn't diffed (research surfaced the newer-line Sodium-tinting fix); check the pinned file's own changelog on CurseForge before crediting it with the fix.
- Heap impact of SPR's level-clone cache (
level_clone_range=4→ radius-4 chunk clones retained 20 ticks) is unquantified — worth one spark/heap measurement on P2. - Whether any Veil post chain runs continuously with this exact Lodestone/Aeronautics/SSRD stack is unmeasured.
Top levers (ranked)
| # | Lever | Expected impact | Machines helped | Risk | Confidence |
|---|---|---|---|---|---|
| 1 | SPR: environment_evaluation_ray_count 32→16, environment_evaluation_ray_bounces 4→2–3, strict_occlusion=true; cap noisy modded sounds in the per-sound rate config (0/>=1) |
High (CPU) on sound-dense scenes (Create) | P2, P0 | Low (audio quality slightly degrades) | High (config verified in source) |
| 2 | Alex's Caves: disable biome_ambient_light_coloring (+ sky/fog overrides) for shader users; test Iris Caves-style patches if AC fog glitches under Complementary Reimagined |
Med-High (GPU + visual correctness) | P0, P1 | Low | Medium (community-verified keys) |
| 3 | Twilight Forest: cloudBlockPrecipitationDistance client → 0; ship "Disable TF Skybox" datapack for shader play; auroraBiomes=[] only if Glacier stutters |
Med (in-dimension FPS/stability) | P0, P1 (all in TF) | Low | High (official wiki keys) |
| 4 | WATUT: raise tickReceiveAndRenderRateOfGUIUpdates (e.g. 20–40) or dontSendDetailedGUIInfo=true if GUI streaming costs show; watch known TF conflict (#106) |
Med (CPU + network, 10 players) | P2 + server | Low (visual fidelity loss) | High (config verified) |
| 5 | Perception: clear experience_orb (and other high-traffic) entries from entityTrails; keep CA sound list short |
Med (particle bursts in farms) | P0, P2 | Low | High (config verified) |
| 6 | Immersive Paintings: lower maxUserImages, thumbnailSize for P1 |
Med (VRAM) | P1 | Low | Medium (config verified, effect unmeasured) |
| 7 | Remove one CTM engine (Fusion or Athena) after auditing shipped resourcepacks (Chipped pins Athena) | Low-Med (startup + heap) | P2 (startup/heap) | Medium (must re-verify every resourcepack) | Medium |
| 8 | Update Exposure to ≥1.9.19 (removes first-camera-use preload lag spike) | Low (hitch removal) | All, esp. P0 | Low | High (changelog verified) |
| 9 | Emojiful: candidate for removal (or drop animated emoji packs) | Low (startup, VRAM, avoids known freeze/chat bugs) | P1, P2 | Low (social acceptability) | Medium |
| 10 | Subtle Effects: turn off Entities/Dust Clouds + Item Rarity dots on P0/P1 if particle-bound |
Low-Med (particles/fill-rate) | P0, P1 | Low | Medium |
| 11 | Keep as-is: Legendary Tooltips (disable 3D preview if JEI tooltips hitch), Advancement Plaques, Held Item Tooltips, Items Displayed, Ping Wheel, Travelers Titles, Sooty Chimneys, Inventory Particles, Controlify, AmbientSounds, Lodestone/Veil | — | — | — | Medium-High |
Open questions to verify by benchmark
- SPR CPU: measure frame/tick cost with a Create factory producing dozens of concurrent sounds, at default (32 rays/4 bounces) vs 16/2 vs strict occlusion; and heap delta of the level-clone cache on P2 (spark GC/alloc view).
- SPR per-sound rate caps: which modded sounds (Create, Alex's Mobs, Twilight Forest ambients) actually exceed the cap in a session — read
performance_logging=trueoutput first. - WATUT: with 10 players and 4–5 GUIs open, cost of GUI streaming at
tickReceiveAndRenderRateOfGUIUpdates=10vs 30 (client CPU + server→client bandwidth); confirm whether TF 4.8.3345 still triggers #106 dynamic-GUI failure. - Alex's Caves: FPS in Toxic Caves (issue #760 scenario) on P0/P1, with and without
biome_ambient_light_coloring=false, under Complementary Reimagined r5.9.3 and MakeUp Ultra Fast 9.5f (MUF has no cave-fog hook per Iris Caves — expect visual, not perf, artifacts). - Twilight Forest: FPS in Glacier with Aurora shader on vs
auroraBiomes=[]under shaders; skybox artifact severity with Complementary Reimagined with/without the disable-skybox datapack. - Perception: XP-orb trail particle count in a Create XP farm,
entityTrails.experience_orbon vs removed (P0 800p fill-rate). - Exposure: hitch duration of first camera use on 1.9.18 vs 1.9.19 on P0; and photo-capture hitch with Iris (direct capture) at 1280×800.
- Fusion vs Athena: startup time and heap with both loaded vs each removed alone (after confirming which resourcepacks need which engine).
- AmbientSounds: resident RAM of its sound buffers on P2 (heap dump / AllTheLeaks) and whether
/ambient-debugshows dense overlapping ambients in forest/swamp at night. - Veil/Lodestone: spark profile — does any Veil post chain run continuously in normal overworld play, or only during modded events?