Defines how the game image should be filtered. Greatly improves visual fidelity at the cost of GPU performance.
Values: OFF, FFP, GLSL, SSSAO_GLSL
bloom = GLSL
Whether to use framebuffer objects. This may improve GPU performance, but antialiasing will not work, and some older GPUs lack proper support for framebuffer objects.
useFBO = true
The number of samples per pixel, leading to smoother object outlines at the cost of GPU performance. Set to 1x for no antialiasing. Does not work with framebuffer objects!
numSamples = 1
The maximum number of frames per second. 60 is recommended for high end computers. 30 is recommended otherwise to prevent stuttering.
maxFPS = 60
Whether to synchronize frame updates with vertical blanks. Removes tearing artifacts in the image, but may significantly reduce frame rate.
verticalSync = false
Whether water should be animated. Increases visual fidelity at the cost of CPU and GPU performance.
dynamicWater = false
Indicates how many vertices should be skipped when rendering distant heightmaps, reducing GPU load at the cost of visual fidelity.
heightMapSkipPower = 2
Whether to allow the use of 3D textures. Increases visual fidelity at the cost of video memory. Some older GPUs do not support 3D textures.
use3DTextures = true
Whether to allow textures of any size without padding. This reduces video memory usage, but some older GPUs require sizes to conform to powers of two.
npots = true
Whether to use bilinear interpolation on ordinary textures. It is recommended to leave this on.
bilinear = true
Whether to remove some lewd or grim game elements.
censorship = true
Whether to use vertex buffer objects. This may significantly increase GPU performance, but is incompatible with some older GPUs.
useVBO = true
When, if ever, to use 16 bit ints for model data. This may increase or decrease performance depending on the GPU model.
Values: NEVER, WHEN_VERTEX_ARRAYS, WHEN_NON_ATI, WHEN_NON_ATI_OR_VERTEX_ARRAYS, ALWAYS
useShort = WHEN_NON_ATI_OR_VERTEX_ARRAYS
When, if ever, to use display lists. This may increase or decrease performance depending on the GPU model.
Values: NEVER, WHEN_NO_VBO, ALWAYS
useDisplayLists = WHEN_NO_VBO
