Nvidium Settings Guide: First-Time Setup and What Each Option Does
Nvidium is a rendering mod whose settings are reached through its own interface, and the options below are the ones you will meet the first time you open it. Everything is configured from that interface or from the controls menu for hotkeys, and nothing here is crafted or built in the world.
Opening the settings interface
Nvidium has a settings screen that you open to change its behaviour. One option inside it tells you to close and reopen the settings after changing a related value, which confirms the screen is opened, closed, and reopened as part of normal use. If a feature has a hotkey, that hotkey is not fixed by the mod's defaults in the facts available here — assign it yourself in the controls menu, then use the corresponding hotkey when you want to trigger the action.
Memory and region options
Automatic memory limit decides the memory cap for you. It works out the limit from how much VRAM your system has available. Because the value is calculated rather than typed in, the related maximum memory field cannot be edited while this is active: you have to close the settings and open them again before the max memory becomes editable.
The max GPU memory value is the ceiling on graphics memory Nvidium is allowed to use. If usage reaches that ceiling, the mod begins culling chunks. Lower it if you want a hard stop on memory use, and raise it if you would rather keep more chunks visible.
Region Keep Distance controls how far away loaded regions are retained. The mod's own warning is blunt: this can cause issues, and the recommendation is to leave this behaviour to Vanilla and use a separate mod such as Bobby instead. Treat it as an option to leave alone unless you have a specific reason to change it.
Visual quality and performance options
Enables temporal coherence removes the artifacting that appears when you turn around. If you notice visual smearing or flickering as you rotate the camera, this is the setting that addresses it.
Translucency Sorting has several levels, and each one trades performance against how correct translucent geometry looks:
- None — no translucency sorting at all and no performance cost, but the result can look quite bad.
- Sections — sorts translucency at the section level, matching what Sodium does, with minimal impact.
- Quads — incremental sorting that resolves geometry correctly across several frames, which can look odd while the sorting is still in progress.
- Sodium — hands translucency sorting over to Sodium.
Use sodium vertex format switches to Sodium's vertex format. It performs worse and consumes more VRAM, but it can fix problems with certain other mods, so it is a compatibility fallback rather than a speed option.
Cull degenerate triangles removes degenerate triangles to improve performance.
Use NV fragment shader barycentric improves performance when it is turned on.
Loading, logging, and fog
Asynchronous BFS chunk section loading greatly reduces frame time while you are moving. The benefit is more noticeable at higher render distances, so it is worth enabling if you play with a long view range.
The statistics logging level tracks how many cull layers are visible. Raise it when you want that visibility count recorded, and keep it low when you do not.
Fog rendering is a simple on-or-off choice: it controls whether fog is drawn at all. Turn it off if you prefer a clear view to the horizon, or leave it on if you want the usual distance haze.
Start with the defaults, change one option at a time, and use the interface to reopen settings whenever a value needs recalculating.