Tab — resume  |  WASD — move  |  Space/Shift — up/down  |  Shift+WASD — sprint

Quality
Render Resolution 4:3 — scaled to fit window
Increasing resolution at runtime may leave the voxel shading cache too small — you might see noisy pixels, especially while moving. Reload to resize.
VRAM Budget View distance & detail. Reload required.
Field of View Vertical FOV in degrees
70
Global Illumination DDGI probe-volume indirect lighting
Look
Mouse Sensitivity
18
Invert Mouse X
Invert Mouse Y
Free Crosshair
Key Bindings
Debug Rendering
Debug Overlays
Region State Wireframes
Filter: Pending
Filter: Cached
Filter: GPU
Filter: Empty
Region Loading
Single Region Mode Only load the region the player is in
Force Detail Level Override pruning level
DDGI Debug View Phase 5 cascade diagnostics: τ heatmaps per tier (white = transmissive = leak source at indoor pixels) and visibility-ray activity (R=blocked, G=visible, B=other-skip). (DDGI mode only.)
Macro Normals Viz Output gbuffer normal directly as RGB (n*0.5+0.5). Bypasses lighting. Works in all GI modes. Use to spot per-voxel-classifier anomalies.
Prune Pixel Threshold Higher = more aggressive
px
Far Prune Steepen 0 = off; >0 prunes distant terrain coarser (near/mid unchanged)
No Vis First-Touch Reset Skip the 0xFF→0x00 reset on first cage write per leaf. Tests whether partial-active cages clobber inactive-corner bits to "blocked". Effect propagates over a few seconds as cages re-burst.
HUD Groups
Camera & Position
Region Stats
Entity Stats
DDGI Probes & Lights
Normals SVT
Visibility SVT
GPU Pass Times
Performance Metrics
pos: —
facing: —
loaded: 0 chunks
entities: 0 (0 resident)
fps: —

Click a tile to pick up. Drop onto a bar slot to place; click elsewhere to discard.

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