Resolution, view distance and how much of the world is drawn. Nothing here changes how the world is lit.
How wide the view is. Higher shows more of the world but stretches the edges; 70–90 is the usual range.
Resolution the game draws at. Below 100% is the easiest way to gain frame rate (slightly blurrier); above 100% is sharper but much slower.
How many chunks of world you can see (the server may send fewer). The biggest single effect on frame rate and memory.
How far away mobs, dropped items and other players are still drawn.
Most mobs drawn at once (nearest first). Lower it if a big mob farm makes the game stutter.
Smooths jagged block edges. Takes effect after reloading the page (you’ll need to log in again).
Size of the hotbar, health bars and inventory screens. Auto shrinks them on small windows.
How the world is lit. These work with Shaders switched off — they are the light itself, not a filter over the picture.
Like the game’s Moody↔Bright slider: makes caves, nights and dark blocks (deepslate, blackstone) easier to see without washing out lit areas.
Soft light gradients across block faces instead of hard, blocky patches — the game’s own Smooth Lighting. Changing it briefly rebuilds the visible world.
Blocks, trees and mobs cast real shadows from the sun. Looks great but costs noticeable frame rate. Works with Shaders on or off.
How strong daylight is. Raising it brightens what the sun shines on while shaded sides stay put, so it reads as a stronger sun. No effect at night or underground.
Contrast of daylight, not its brightness. Higher = more light straight from the sun, deeper shadows, darker sides facing away. Lower = more even sky light like vanilla (flat ground brightest, walls always readable) but fainter shadows. Lower it if faces away from the sun look too dark.
How bright torches, lava, glowstone and other light blocks are. Light still never passes through walls.
Tints light by its source: golden sun, cool blue in shade, warm amber from torches. 0% is vanilla’s neutral white.
How dark sun shadows are. Only matters while Sun shadows (in the Lighting section above) is on.
Gives the nearest torches, lava and lamps — and a light source in your hand — a soft round glow. More lights look better but cost frame rate; if your graphics card can’t handle the number, it is lowered automatically and a note appears here.
A performance experiment: can raise frame rate when you look across a lot of terrain (forests, long views) and lower it otherwise. Leave off unless you notice it helps on your machine.
Effects applied over the finished picture: glow, sun haze, colour. Off costs nothing.
Master switch for the effects below: glow around light sources, haze around the sun, and colour grading. Lighting and shadows are separate and work either way.
Glow around light sources like torches and lava (bright white things such as clouds don’t glow). Needs Shaders on.
How colourful the world looks. Dull colours (grass, stone, wood, water) gain the most; already-vivid ones (lava, redstone) barely change. 100% leaves colours as they are. Needs Shaders on.
Distance haze that thickens toward the sun, so far terrain fades into the sky and the sun gets a halo. Needs Shaders on.
Movement in the world that is purely cosmetic.
Water and lava ripple and grass and flowers sway. Turning it off saves a little performance too.
Off freezes the sun, moon, stars and clouds where they are. Day and night still change the lighting.
How far the camera turns per unit of mouse movement.
Per-category levels, as in the game's own sound options. Every sound the server sends carries the category it belongs to; the sounds this client makes for itself — footsteps, breaking, placing — count as Blocks. A category at 0% is skipped before any audio work happens, so muting is free.
Scales everything below it. 0% is silence.
Your own footsteps, breaking, placing and mining hits, plus doors, chests and other block sounds around you.
Zombies, skeletons, creepers and the rest — the sounds worth hearing before you see them.
Animals, villagers and other passive mobs.
Other players (and your own damage/level sounds).
Cave ambience, water, lava, portals and the like.
Rain and thunder.
Background music tracks. This client does not request them yet, so the slider only matters if a server pushes one.
Music discs and note blocks.
Texture packs live in the proxy's texture_packs/ folder.
Enabled packs are listed top-priority first: a texture is taken from the first pack that
has it, falling through to vanilla. Blocks and items update instantly; mobs keep their
current sheets until they respawn.
Quad budget per block state before a pack’s 3D model falls back to vanilla’s shape (still with the pack’s textures).
A “3D” pack can replace ordinary blocks with hundreds of
little cubes — Classic 3D's cobblestone is 924 quads against a plain block's
6. Over the budget a block falls back to vanilla's shape (still textured by the
pack), or to a plain cube if vanilla draws it as one. Vanilla's heaviest block is
60 quads, so Balanced and up leave vanilla untouched.
Models above 64 quads are drawn with GPU instancing: the shape is uploaded
once and each block costs ~72 bytes instead of a full copy of the model, so
High and Unlimited are about memory-cheap now. They do cost extra
draw calls (one per model per region) and can't cull hidden faces, so drop back
down if the frame rate suffers.
Fades ordinary blocks so ores, chests, spawners and portals stay solid and full-bright through the rock. Shader-only — no re-mesh, so it toggles instantly. (Non-vanilla — may break server rules.)
How solid the faded blocks stay. 0% stops drawing them at all.
On-screen list of what is nearby, each with a distance and a bearing arrow relative to where you are looking. (Non-vanilla — may break server rules.)
Radius in blocks the radar reports on. Larger ranges scan more of the world per pass.
Ping when something new enters range (not for things already on the list).
What the radar looks for: entities, block entities such as chests, and ordinary blocks like ores or spawners. Changing the set restarts the detection round.
Prints average and worst-case per-frame cost every 2 s — meshing, lighting, region rebuilds, render, post — plus draw calls, triangles and queue depths. The MAX column is what reads as judder.
On-screen sliders for the first-person hand/item pose, with a copyable readout of the resulting constants.
Sleeping…
You died.